Sauron, the Dark Lord of Mordor - D&D 5e Stat Block

Sauron is the embodiment of darkness, a fallen Maia whose influence spans the ages. This stat block captures his terrifying presence and godlike powers, making him a formidable challenge for even the most seasoned adventurers.

HOMEBREW STAT BLOCK

8/26/20243 min read

Sauron, The Dark Lord

Huge Fiend (Deity), Lawful Evil

Armor Class 24 (Natural Armor)
Hit Points 600 (40d12+320)
Speed 40 ft., fly 60 ft.

STR | DEX | CON | INT | WIS | CHA
26 (+8) | 14 (+2) | 26 (+8) | 24 (+7) | 22 (+6) | 28 (+9)

Saving Throws Strength +16, Dexterity +10, Constitution +16, Intelligence +15, Wisdom +14, Charisma +17
Skills Intimidation +19, Arcana +15, Deception +17, Insight +14, Perception +14
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 120 ft., Darkvision 240 ft., Passive Perception 24
Languages All, telepathy 500 ft.
Challenge 30 (155,000 XP)

Aura of Domination. Creatures of Sauron's choice within 120 feet of him must make a DC 22 Wisdom saving throw or be charmed by him for 1 minute. While charmed, they regard Sauron as the most terrifying and awe-inspiring being they know.

Regeneration. Sauron regains 20 hit points at the start of his turn. If he is reduced to 0 hit points, his body is destroyed, but his spirit endures. His spirit can only be truly destroyed by destroying the One Ring in the fires of Mount Doom.

Legendary Resistance (3/Day). If Sauron fails a saving throw, he can choose to succeed instead.

Magic Resistance. Sauron has advantage on saving throws against spells and other magical effects.

Master of Shadows. Sauron can move through solid objects as if they were difficult terrain. If he ends his turn inside an object, he takes 5d10 force damage.

Ring of Power. When Sauron wears the One Ring, his AC increases by 3, and he has advantage on attack rolls, saving throws, and ability checks.

Actions

Multiattack. Sauron makes two Mace of Dominance attacks.

Mace of Dominance. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d6 + 8) bludgeoning damage plus 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be stunned until the end of Sauron's next turn.

Black Fireball (Recharge 5-6). Sauron hurls a black flame at a point he can see within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 22 Dexterity saving throw, taking 45 (10d8) fire damage and 45 (10d8) necrotic damage on a failed save, or half as much on a successful one.

Dominate Will (Recharge 6). Sauron targets one creature he can see within 60 feet. The target must succeed on a DC 22 Wisdom saving throw or be completely dominated by Sauron, as per the Dominate Monster spell, but with a duration of 24 hours.

Legendary Actions

Sauron can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sauron regains spent legendary actions at the start of his turn.

Mace Strike. Sauron makes a Mace of Dominance attack.

Terrifying Gaze. Sauron targets one creature he can see within 60 feet. The target must succeed on a DC 22 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unleash Power (Costs 2 Actions). Sauron casts a spell of 5th level or lower.

Mythic Actions (When Reduced to 0 Hit Points)

Shadow of Sauron. When Sauron is reduced to 0 hit points, his body is destroyed, but his spirit endures. For the next 10 rounds, Sauron can use his legendary actions as if he were still alive. Additionally, each creature within 120 feet of him must make a DC 22 Wisdom saving throw or be cursed. A cursed creature takes 10 (3d6) necrotic damage at the start of each of its turns until the curse is lifted.

Return of the Dark Lord (Costs 3 Actions). If Sauron's spirit is not destroyed within 10 rounds, he reforms at a location of his choosing within 1 mile with 1 hit point.