Magneto At will: animate objects, catapult, cloud of daggers,
earthbind, earth tremor, entangle, heat metal, magic
Medium monstrosity, lawful neutral
missile, melf's minute meteors, tenser's floating disk
Armor Class 19 3/day each: conjure volley, fabricate (metal only),
Hit Points 266 (28d8 + 112) levitate, otiluke's resilient sphere, shield, slow,
Speed 30 ft., fly 40 ft. telekinesis, wind wall
1/day each: bigby's hand, forcecage, imprisonment,
STR DEX CON INT WIS CHA move earth, wall of stone (metal), whirlwind
13 (+1) 18 (+4) 20 (+5) 19 (+4) 22 (+6) 20 (+5) Actions
Multiattack. Magneto uses his magnetic ray. He then
Saving Throws DEX +11, INT +11, WIS +13
makes two shrapnel attacks.
Skills Deception +12, Perception +13
Damage Resistances Psychic; Bludgeoning, Piercing, Shrapnel. Melee or Ranged Weapon Attack. +13 to hit,
and Slashing from Nonmagical Attacks range 30/120 ft., one target. Hit: 15 (2d8 + 6) piercing
Condition Immunities Charmed, Frightened damage plus 15 (2d8 + 6) slashing damage.
Senses passive Perception 23
Languages Common Magnetic Ray. Magneto targets a point he can see
Challenge 22 (25,000 XP) within 60 feet of him. Each target within 10 feet must
make a DC 21 Dexterity saving throw, taking 27
Legendary Resistance (3/Day). If Magneto fails a saving (5d10) force damage on a failed save, or half as much
throw, he can choose to succeed instead. damage on a successful one.
Magic Resistance. Magneto has advantage on saving Legendary Actions
throws against spells and other magical effects. Magneto can take 3 legendary actions, choosing from
Magic Weapons. Magneto's attacks are considered the options below. Only one legendary action option
magical for the purpose of overcoming resistance and can be used at a time and only at the end of another
immunity to nonmagical attacks and damage. creature's turn. Magneto regains spent legendary
actions at the start of his turn.
Aura of Magnetism. Any construct or creature wearing
medium or heavy armor that starts its turn within 30 Attack. Magneto uses his shrapnel attack.
feet of Magneto must succeed on a DC 21 Strength
Refraction (Costs 2 Actions). Magneto bends a dense
saving throw or be restrained until the start of the
electromagnetic field around his body to create a
creature’s next turn.
personal force field. He casts globe of invulnerability.
Innate Spellcasting. Magneto’s innate spellcasting ability
is Wisdom (spell save DC 21). He can innately cast the
following spells, requiring no material components:
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