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5E 5e Updates: Mythic, Epic, and Hardcore Monsters, Equipment, & Magic

dave2008

Legend
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Ares by SickJoe
ARES
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God of War, Violence, and Destruction

Ares is the embodiment of war, bloodlust, strife and violence. His preference to resolve most conflicts with violence and destruction has generally made him an unwelcome guest on Olympus and almost anywhere else. However, he is the pantheon's field general and personally leads the armies of Olympus into battle. For no Olympian is more effective at administering the horrors of war, nor does any other god reveal in it so.

Bold and confident with a soldier’s demeanor, Ares is typically stoic, but he is also prideful and can be quick to anger. Those who shed blood in Ares’ name can count on his support, but cowards and fallen foes don’t deserve mercy in battle or life.

Ares typically appears a tall, imposing, and physically powerful man with handsome, chiseled features and fierce eyes burning with battle lust. His muscular body ripples with aggression and anticipation, every sinew stretched taught and ready to spring into battle at the slightest provocation. Unsurprisingly, Ares is typically dressed for battle: heavily armored and armed, the tools battle never far from his grasp.

ARES' INFLUENCE
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Ares, like Athena governs the sphere of warfare. However, he also holds sway over violence and destruction and these aspects color his approach to battle. While Athena covets the tactics, strategy, and skill needed to gain victory in combat; Ares revels in the chaos, blood, terror, and utter annihilation of the battlefield. Mortals can only truly appreciate the gift of their life when covered in the blood of their enemies. Only those who have experienced the violence and chaos of war truly understand the seductive nature of Ares' power.

The true warrior fights with courage, savagery, and unbridled wrath fueled by a foundation of discipline, strength, and relentless training. It is the rigor of one's preparation that allows a warrior to release their full furry on the battlefield and decimate all that come before them.

Ares sees war as foundational to mortal life and seeks to create chaos and discord for the sole purpose of giving mortals this gift. One is never more alive then when surround by the threat of violent death. He wants all more mortals to have the chance to experience this glory.

Lastly, Ares urges his followers to curb the influence of Athena and her followers. Their desire to to gain victory with as little violence as possible robs mortals of their change to earn glory and ecstasy in battle.

ARES' GOALS
Ares sees existence as a series of battles to be conquered decisively and violently. He constantly seeks out challenges throughout the cosmos to assess himself and provide a testing ground for his followers from which only the bravest and strongest warriors emerge. Between battles, there is relentless training as Ares exhorts his followers to hone their bodies and harden their minds as they sharpen their blades and reinforce their armor. Ares pushes his followers to be battle ready at all times and to act decisively and convincingly.

DIVINE RELATIONSHIPS
Ares seeks conquest and strife, always pushing the Council and Zeus to solve threats before they appear. The only reasonable method, in Ares' mind, to achieve security for the pantheon is through violence and war. He constantly pushes his fellow Olympians to expand the Olympic empire and return to the glorious battles of the founding of the multiverse. This outlook typically puts him at odds with most of the other Olympians, especially his sister-in-arms Athena. For whom he has great ire. The fact they share to title of War Gods and that Zeus favors his sister-in-arm's council is a constant source of irritation for the proud god. However, he respect's Zeus' authority and might and will not go against his decisions.

Because of his more aggressive tendencies, Ares sometimes finds he has more in common with war deities from other pantheons such as: Bane, Hextor, or Maglubiyet. He may even seek out their council from time to time. However, ultimately he views them as rivals and a threat to his fellow Olympians and such interactions are as much, if not more so, information gathering endeavors than any type of substantive relationship.

When not discussing war, battle, weapons, or the destruction they cause, Ares spends the most time with Aphrodite of all his fellow Olympians. She is one of the few beings that can calm is bloodlust and avert him, if only temporarily, from the thoughts of violent destruction that consume him.

Oddly, given their respective affections for Aphrodite, Ares holds a profound respect for Hephaestus. He admires the God of the Forge's skill and art in making weapons of destruction for himself and his warriors. He will even work closely with the Hephaestus to devise new arms, armor, or siege weapons to equip the Olympian armies. Such partnerships come easier for Ares than they do Hephaestus, likely as Ares doesn't see his comrade as a real threat for the affections of Aphrodite.

ARES' DIVINE DOMINION
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Ares is a bit of an outsider in the Olympic Pantheon for, like Hades, he is not vested in the Dominion of Olympus. In fact, his palace on Olympus is merely a façade, a gateway to his true Dominion of Polemos.

When one peers into Ares’ palace it appears like a typical divine place of Olympus; however, it is not. As soon as one steps across the threshold of the palace, they are transported to his Dominion of Polemos: a vast desert of intense heat, billowing sandstorms, and an ever-changing landscape plagued by monstrosities, abominations, and machines of war guided by the will of Ares to harass and weaken transgressors.

The illusory entrance to Ares palace is strong enough to block even exalted senses. However, A creature can make a DC 30 Wisdom (Perception) check to ascertain that it is, in fact, an illusion. However, there no known method to ascertain what lies behind the veil without physically crossing into Polemos. When one does cross through the illusory border, they immediately fall 100 feet into the unending desert of Polemos. A creature can make a DC 30 Dexterity saving throw to catch the edge of the temple façade and prevent the fall.

Areoplis. The roaming city of Areopolis is the only form of civilization found in Polemos. It is the capital of the dangerous and forbidding plane and the seat of Ares power. Its mighty fortified walls protecting a city-state of over one million residents. The primary industry of Areopolis is, not surprisingly, war. The city is a beacon to the monsters and horrors that plague the plains about it. They gather in hordes and constantly assault is walls and gates, hoping to plunder the riches within. In this way Ares hone his strongest warriors with constant battle against mighty enemies. Within the massive battlements of the city, warriors are trained in all the arts of war and then sent to front lines to perfect their deadly skills in the constant battle for survival that is a day in the life of Areopolis.

It is nigh impossible to find Areopolis without the divine guidance of Ares or one of his exarchs. For not only is it hidden within the storms of Polemos and protected by the monsters that inhabit the desert realm, it also glides on its sandy dunes at the will of the lord of Polemus, never resting in one location for more than a day. Constantly traveling between the rare and glorious oases that dapple the cracked and harsh landscape of Polemos, Areopolis is a deadly destination for those foolish enough to attempt to reach it without permission of Ares himself.

Dominion Enhancements
Ares is more powerful while he is within his dominion. While in Polemos, Ares gains the following attributes:
  • He has advantage on attack rolls.
  • His regeneration increases to 50 hit points regained.
  • He can use dominion actions,
  • Its gains an additional mythic stage (3 mythic stages).
Dominion Actions
While anywhere on Polemos, Ares can take a dominion action as long as he is not incapacitated. On initiative count 25 (losing initiative ties), Ares can draw on the power of Polemos to take a dominion action to cause one of the following effects:
  • Ares instantly knows the locations and health of all other creatures in Polemos. It knows how much damage each of these creatures has taken and what conditions or other effects that are affecting them currently. Creatures of lvl or CR 21 and greater can make a DC 30 Wisdom saving throw to avoid being detected by Ares. On a successful save, Ares does not know the creature's location or health.
  • Ares telepathically communicates with any number of creatures at once, provided they’re all in the Polemos.
  • Ares can teleport anywhere within Polemos.
  • Once per long rest, Ares can teleport Areopolis and all its inhabitants anywhere within Polemos.
  • Ares issues a command. Allies within 240 feet of him that can see or hear him can use a reaction to move up to half their speed and make an attack with advantage on a target of Ares’ choice.
  • Ares summons a sandstorm anywhere in Polemos. The sandstorm has a radius of 400 feet. A creature in the storm can only see 10 feet and ranged weapon attacks succeed only on a roll of 20. Additionally, when a creature starts its turn in the storm it must make a DC 30 Constitution saving throw. On a failed save the target takes 35 (6d10) bludgeoning damage and be pushed 5 feet for each point the save is failed by. On a successful save, the target takes half as much damage and is not pushed.. The storm last until Ares dismisses it, no action, or he uses another Dominion Action.
WORSHIPING ARES
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Due to his generally violent nature, mortals are often ambivalent to the worship of Ares. Despite that, he is still regarded as an important figure among soldiers, conquest driven rulers, and warlike tribes. As long as there is war, there will be those that worship its god. To those who listen, Ares teaches that only the strong deserve the right to lead and rule. His followers must hone their combat skills so that they can eliminate all who oppose them and revel in the joy of slaying. They must master their fear so they can drive it into the hearts and souls of their enemies.

Ares cares little for ceremony or temples, and usually a sacrifice before battle is enough to appease the war god and possibly earn his favor. What suffices for a sacrifice depends on local traditions, as Ares makes no stipulations on the matter, and may vary from from offerings of food, or armor and weapons, or a dog of war or powerful beast, or even a humanoid (usually a prisoner of war). The important part, to Ares, is that it is offered to him and not Athena.

Similarly, it is customary for followers and Champions of Ares to shout: "For Ares!" with, or immediately following, a killing blow. In this way paying tribute to the god for their victory in the hope he will continue to bless them in the battles to come.

BLESSINGS, BOONS, & CHARMS
In addition to the benefits Ares bestows to his Champion's for their piety, the God of War may grant one of the following supernatural gifts to a devout follower or individual who catches his interest:
  • Blessing of Olympus, Blessing of Protection, Blessing of Weapon Enhancement
  • Charm of Heroism, Charm of the Slayer
  • Boon of Combat Prowess, Boon of Fortitude, Boon of Irresistible Offense, Boon of Invulnerability
Myths of Ares
The tales of Ares’s deeds exemplify his valor, battle prowess, brutality, and his unending competition with his bitter rival Athena.

Comrades in War. Few of the deities of Olympus spend much time with Ares and he often fights his battles alone. However, Ares can depend on a bloodthirsty crowd of lesser deities to join him on or about his war chariot when he so desires. Deimos, Phobos, and Eris (deities of terror, fear, and discord respectively) are always quick to join him and are sometimes referred to as his sons and sister in war. Enyo and Kydoimos sometimes join the Comrades of War as well. Finally, whenever Ares rides out to a great battle, he is trailed by death spirits wearing cloaks of blood, the Keres, who sweep doing on dying usher them to Hades, for they know they will be busy in his wake.

Giants Bane. Though Ares skill for destruction and battle was forged in the First War, it was tempered and honed in the war that followed, the Gigantomachy. It was in the war with the Gigantes that Ares truly earned his title: the God of War. Ares was so fierce and his slaughter so great, the Gigante generals determined he had to eliminated or all their plans would be foiled. Yet none dared face him in battle. Therefore, two generals, Otus and Ephialtes, devised a scheme to capture him and remove him from the war without having to confront the god directly. After much planning and careful execution, they succeeded. With Ares contained, the Gigantes renewed their assault and unleashed the monstrous Ekhidnades on Olympus and the gods retreated. It was not until Hermes found and released Ares that the gigantes assaulted could be stopped. For Ares entered the battlefield full of fury and fire and he struck down Ekhidnades with enraged vengeance. The gignate army was broken and the fear of Ares infected the gigantes and soon they too were broken and the war won.

Patron of Amazons. Sometimes the most willing to listen to Ares whispers of aggression and violence are the persecuted and abused. This is how Ares came to Hippolyta and her sisters Antiope and Melanippe. He taught them the arts of war, aggression, and violence and they used them to throw off the shackles of their oppressors. Together they founded the great empire of the Amazons, warrior women with few equals. To reward their success and for championing his ideals, Ares gave the greatest of the three, Hippolyta, a magic girdle and named her High-Queen of the Amazons.

Rivals in War. There are many tales of the rivalry between Ares and Athena, and the outcomes invariably change depending on who is doing the telling. During a great war between the Achaean's and Trojans. Athena took the side of the Achaean's while initially Ares took none, giving his favor to great warriors on both sides. Eventually Aphrodite, who had sided with the Trojans, persuaded Ares to have the Amazons join the battle for Troy, and once again Ares and Athena were at odds.

Athena, incensed that Ares would side with the Trojans, instructed her champion, Diomedes to slay the Amazon queen Penthesilea, for without the might of the Amazons the Trojans would surely loose. Diomedes sought out and challenged Penthesilea and the two great warriors fought for hours and suffered many injuries, but neither could best the other. Then, with both warriors thoroughly exhausted, Athena came to Diomedes side and guided his spear for one more thrust, and that was the end of Penthesilea.

At the sight of Athena's treachery, Ares screamed in anguish and wrath with the voice of 10,000 men and both the Achaean's and Trojans drew back in fear. Then Ares to came to the field directly and in his fury smote Athena with a mountain of fire and chased her from the battleground.

Unbridled Passion. Though Ares passion is most widely associated with battle and destruction, it infects many of his endeavors. It was this hunger, and his imposing figure, that undoubtedly caught the eye of Aphrodite. The goddess of love could not ignore the advances of the mighty Ares and ever since the end of the great wars the two gods have been, much to the ire of Hephaestus, collaborators. He teaches her the arts of war and she teaches him the art of love and lust.

ARES' CHAMPIONS
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Alignment Usually neutral, sometimes evil
Suggested Classes Cleric, fighter, paladin
Suggested Cleric Domains Destruction, war
Suggest Backgrounds Athlete, marine, soldier

Ares’ champions are typically soldiers, warlords, or generals motivated by rage and a thirst for war. Some are tortured souls with a thirst for destruction and violence.

ARES' FAVOR
Ares' favor is not hard to earn for the strong, powerful and butal, he prefers his tools to have the edge required to do the work he requires. However, on rare occasions he may find spark of rage in the weak or down-trodden that he can fan to a wrathful fire in his service. Regardless, champions should realize the god of destruction expects results from his gifts and he invariably demands that blood be spilled in his service. If not his enemies, then that of his champions will have to suffice.

Ares fosters champions to further sow the seeds of strife, discord, and to build the foundations for war in the mortal realms. Additionally, he takes particular interest in mortals that can be pushed to work against his sister0in-arms, Athena. The Ares' Favor table suggests a few ways that a mortal might provoke the attention of the God of War.

ARES' FAVOR
d6Circumstance
1You were born on a battlefield.
2
Your sibling is a champion of Athena.
3You showed no mercy in achieving a victory.
4You proved yourself dramatically and violently worthy in a contest of strength, a feat of endurance, or a similar accomplishment.
5You called on Ares' power to settle a vendetta by becoming an instrument of his wrath.
6You have no idea why Ares showed interest in you, and you might sometimes wish he hadn’t.

DEVOTION TO ARES
Following Ares is the rejection of compassion and mercy on the battlefield. Enemies are to be crushed ruthlessly without restraint or compassion. As a follower of Ares, consider the ideals on the Ares' Ideal table as alternatives to those suggested by your background.

ARES' IDEALS
d6Ideal
1Devotion. My devotion to my god is more important to me than what he stands for. (Any)
2Savagery. I express my rage through combat. (Chaotic)
3Courage. No fear. pain, or threat can turn me away. (Any)
4Fury. My only release from life’s tedium is unleashing my wrath on my enemies. (Chaotic)
5Ruthlessness. The ends justify the means and victory is to be obtained at any cost. (Evil)
6
Pride. No one can best me in my chosen endeavor and woe to those who try. (Any)

Earning and Losing Piety
You increase your piety score to Ares when you expand the god’s influence in the world in a concrete way through acts such as these:
  • Defeating a Champion of Athena
  • Leaving no enemy survivors in a major battle
  • Attacking a fallen enemy
  • Winning a feat of great strength or athletic prowess
Your piety score to Ares decreases if you diminish Ares’ influence in the world, contradict his ideals, or make him look weak or ineffectual through acts such as these:
  • Showing mercy to a vanquished foe
  • Publicly displaying weakness
  • Rejecting a challenge out of fear
Ares’ Devotee
Piety 3+
As a devotee of Ares, you have shown yourself to be a brutal combatant. You can call on Ares’ favor and cast wrathful smite with this trait. Ares’ blessing manifest as your eyes glow like burning ember until the spell ends. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell.

Ares' Votary
Piety 10+
You can cast haste (self only) with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest.

Ares' Disciple
Piety 25+
Countless battles and destructive visions have given you focus. You have advantage on saving throws against being charmed or frightened.

Champion of War
Piety 50+
You can increase your Strength or Constitution score by 2 and also increase your maximum for that score by 2.

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Ares
Medium exalted (intermediate deity), chaotic evil
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AC 26 (+3 plate & +3 shield)
Hit Points 858 (26d20 + 338)
Speed 120 ft., climb 100 ft, swim 100 ft.
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STRDEXCONINTWISCHA
35 (+12)30 (+10)36 (+13)27 (+8)22 (+6)30 (+10)
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Savings Throws Str +22, Dex +20, Con +23, Int +18, Wis +16, Cha +20
Skills Athletics +22, History +18, Intimidation +20, Perception +16, Religion +18
Damage Resistances cold, lightning, thunder; refer to intermediate god traits
Damage Immunities fire; refer to intermediate god traits
Condition Immunities charmed, exhaustion, frightened, petrified; refer to intermediate god traits
Senses truesight 960 ft., passive Perception 26
Languages All, telepathy 960 ft.
Challenge 35 (265,000 XP)
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Battle Mastery. Ares has advantage on all ability checks and saving throws made during combat. Additionally, Ares can (1/turn) deal an additional 14 (4d6) to a creature he hits with a weapon attack.

Equipment. Ares wields a +3 magical longsword, a +3 magical javelin and wears the Cloak of Flames. While wearing the Cloak, Ares is granted a +3 bonus to his AC and any creature of Ares’ choice that enters a space or starts their turn on a space within 30 feet of him takes 11 (2d6) fire damage.

Frightful Presence. When a creature first enters the area within 60 feet of Ares, they must make a DC 24 Wisdom saving throw or be frightened by him for 1 minute. A creature can repeat the saving throw at the end of their turn, ending the effect on a success. A creature that succeeds on their saving throw is immune to Ares’ Frightful Presence for 24 hours.

Intermediate Deity. Ares has the following intermediate god traits:
Discorporation, Divine Being, Divine Might, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, Regeneration, Unstoppable. Any deviation from these traits are listed in the stat block.

Innate Spellcasting. Refer to intermediate god traits. In addition, Ares' spellcasting ability is Charisma (Save DC 28, +20 to hit with attack spells). Ares can also cast the following spells. requiring no components:

At will: burning hands, detect evil and good, detect magic, dispel magic, plane shift, searing smite, sending, wrathful smite
3/Day each: destructive wave, divine word, fireball, flame strike, haste, staggering smite, wall of fire
1/Day each: invulnerability, meteor swarm, shapechange, whirlwind (fire damage)

Unbridled War (Mythic Trait, 2/ Short or Long Rest). If Ares is reduced to 0 hit points and does not discorporate, he doesn’t die or fall unconscious. Instead, all conditions and effects he is suffering end for him, he regains 930 hit points, and all of his abilities recharge.

War Mastery. When Ares isn’t incapacitated, each ally within 60 feet of Ares can’t be charmed or frightened and can add a d4 to each of their attack rolls, ability checks and saving throws.

ACTIONS
Multiattack.
Ares makes three weapon attacks

Spatha. Melee Weapon Attack: +25 to Hit, reach 5ft., one target. Hit: 30 (4d8 + 12) slashing damage plus 28 (8d6) fire damage, or 34 (4d10 + 12) slashing damage plus 28 (8d6) fire damage when wielded with two hands.

Spear. Melee or Ranged Weapon Attack: +25 to Hit, reach 10 ft. or ranged 400/1,200 ft., one target. Hit: 95 (20d6 + 25) piercing damage.

Thunderous War Cry (Recharge 5-6). Ares bellows out a booming shout that can be heard up to 1,000 feet. All creatures within 60 feet of Ares must make a Constitution saving throw, taking 121 (22d10) thunder damage and becoming deafened for 2d4 minutes and stunned for 1 round on a failed save, or half damage and no other effects on a successful one.

REACTIONS
Counter.
Ares adds 3 to his AC against one melee Attack that would hit him. To do so, Ares must see the attacker and be wielding a melee weapon. If the attacker fails to hit Ares due to this reaction, Ares can immediately make a weapon attack.

LEGENDARY ACTIONS
Ares 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. If Ares has unspent legendary actions at the end of the round, he can use his remaining legendary actions. Ares regains spent legendary actions at the start of his turn.

Advance. Ares moves up to his speed. Alternatively, up to five allies that can hear Ares can use their reaction to move up to half their speeds.
Attack. Ares makes a weapon attack.
Innate Casting. Ares casts an at-will spell.
Teleport. Ares magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Lunge (Costs 2 actions). Ares moves up to half his speed and makes two weapon attacks.
Command Allies (Costs 3 Actions). Ares chooses up to five allies that can see or hear him. Each ally can use their reaction to make a weapon attack with advantage.
Weave Fate (Costs 3 Actions). Ares temporarily changes fate to be advantageous for him. At the start of his next turn, Ares’ multiattack hit automatically.

MYTHIC ACTIONS

If Ares’ mythic trait is active, he can use the options below as legendary actions for 1 hour after using Unbridled War. If the mythic trait is only available at specific mythic stage, it is available at the stage listed and each subsequent stage.


Summons (Costs 2 Actions). Panzuriel uses Summon Creatures of the Depths.
Maelstrom (Costs 3 Actions). Panzuriel uses Maelstrom
Ink Cloud (Stage 2, Costs 3 Actions). While underwater, the Panzuriel expels an ink cloud in a 600-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Panzuriel. Each creature other than the Panzuriel that ends its turn there must succeed on a DC 30 Constitution saving throw, taking 45 (8d10) poison damage and one level of exhaustion on a failed save, or half as much damage on a successful one.

The cloud expand by 100 ft each round at the start of Panzuriel's next turn. Additionally, each round the save DC and the damage dice are reduced by two. When the cloud no longer inflicts damage it disappears.
Rampage (Stage 2, Cost 3 Actions). Panzuriel can move up to half his speed. The first time he enters a creatures space or a craeture is within range of his tentacle during this move, he makes one tentacle attack against the creature.


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Ares as a Mythic Encounter
Ares is a deadly fight for the most seasoned mortals. However, if he is facing epic adventurers (lvls 21+) you might wish to have Ares use his Unbridled War mythic trait and really ramp up the danger. When this happens, Ares displays his full divine might instead of discorporating and Ares can choose one of his mythic actions when he uses a legendary action.

Read or paraphrase the following text when Ares uses her Unbridled War trait:

Future descriptive text goes here

Fighting Ares as a mythic encounter is equivalent to taking on three CR 38 creatures in one encounter. Award a party 795,000 XP for defeating Ares after she uses Unbridled War.

Greco-Roman Mythos: Mars
The Roman equivalent to Ares is Mars. Of all the gods the Romans appropriated from the Greeks, the transition from Ares to Mars resulted in some of the most significant changes, Mars was highly regarded in Roman conquest and empire driven culture. Mars emphasized achieving victory versus general conflict and battle lust. Mars also had a strong sense of honor and despised fights without reason or cause. In the Roman pantheon, Mars is second only to Jupiter (the Roman equivalent of Zeus).

When using Ares as Mars, you should change almost all aspects of his Influence, Goals, Divine Relationships, Worship and Champions. The simplest method to do this is to look at Athena's Deity Entry, for the Roman portrayal of Mars incorporated many of Athena (Minerva's) traits: honor, order, and an emphasis on victory of slaughter and destruction.

Additionally, when running Ares as Mars in combat, make the following changes to his stat block:
  • Mars is a greater god
  • Mars' alignment is Lawful Neutral.
  • Mars has three mythic stages and can use all legendary and mythic actions in his third stage.
 
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dave2008

Legend
Just wait - this isn't finished yet!
Athena_Small.JPG

Athena by SickJoe
ATHENA
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God of the Sea, Subversion, & Tentacled beasts.
Panzuriel is the god of the sea, evil aquatic creatures, and the unknown dark depths of the deep ocean trenches and the sea floor. He carries many titles: the Banished One, the Deep Old One, the Many-Tentacled God, the Severed God, but he is most common one is the Enslaver.

Panzuirel typically manifests in one of two forms: that of an old humanoid or a titanic kraken. The first form is preferred for his more subtle machinations and appears as a hunchbacked old humanoid figure with gills and green, scaly skin, which fades to yellow on his underbelly. Its left leg ends in a crystalline foot, and he grasps a staff in his taloned hands to support himself as he limps onto dry land. However, when Panzuriel must engage in battle, he assumes his kraken form. A giant tentacled beast some 100 feet long with eight great tentacles almost twice that length. In either form he has shining green eyes.

Panzuriel's Influence
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To most mortals, Panzuriel is unknown or forgotten power. Only seafaring, coastal, or aquatic peoples still fear or revere the Enslaver.

Krakens, giant squid and octopi, and other tentacled behemoths of the deepest oceans venerate Panzuriela and move at his command. The increasing frequency of kraken's harassing coastal and aquatic settlements is a clear sign of Panzuriel's increasing power in the Prime.

Panzuriel's Goals
Panzuriel seeks to lay havoc and waste to the seas, seeking revenge, torture, and murder of all his enemies. His activities are quite constrained; however, causing him to work through servitors almost exclusively, and in that capacity, he accepts virtually any creature into his service with the capability and desire to spread his evil. He seeks to ever spread chaos and destruction, openly and through subterfuge, laying waste to the great civilizations of the sea.

Divine Relationships
Most Panzuriels relationships with other powers are adversarily if not out right hostile. He especially hates Deep Sashelas and those powers who banished him. He has also earned the ire of such powers as Maglubiyet, Nomog-Geaya, and Vaprak, for the influence he wields over their aquatic followers.

There are few powers Panzuriel can call allies, for he sees most other aquatic powers as rivals or enemies. However, he has had alliances with Olhydra, the Elder Elemental God, and possibly Blibdoolpoolp. Whether these are true alliances or coincidences of being ancient, evil, and of lord of the sea / water, is unknown.

Additionally, the Enslaver is thought to have sired some foul progeny of his own, the most famous and powerful being the beastly Laogzed. None of his other offspring amount to anywhere close to the Devourer’s level of power.

Panzuriel's Divine Realm
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Panzuriel's divine realm is called Rezuriel and is located in Niflheim, the second layer of the Gray Wastes. It is a fetid, briny, aquatic realm befitting the general gloom of the Wastes.

Panzuriel is more powerful when it is in its divine realm. While in Rezuriel, Panzuriel gains the following attributes:
  • It has advantage on attack rolls.
  • Its regeneration increases to 50 hit points regained.
  • It can use realm actions,
  • Its gains another mythic stage (3 mythic, 4 total).
Realm Actions
While it is in Rezuril, Panzuriel can take one of the following realm actions on initiative count 25 (losing initiative ties):
  • Panzuriel instantly knows the locations and health of all other creatures in Rezuril. It knows how much damage each of these creatures has taken and what conditions or other effects that are affecting them currently. Creatures of lvl or CR 21 and greater can make a DC 30 Wisdom saving throw to avoid being detected by Panzuriel. On a successful save, Panzuriel does not know the creature's location or health.
  • Panzuriel teleports to any location of her choice within Rezuril
  • Panzuriel telepathically communicates with any number of creatures at once, provided they’re all in the Rezuril.
  • Panzuriel...
Worshiping Panzuriel
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Panzuriel is most commonly worshipped by evil aquatic races, such as koalinths, krakens, merrows, sahuagin, scrags, and vodyanoi. His worship is also growing among kopru, kuo-toa, and sea hags.

Panzuriel's shamans and priests are, for the most part, mere rabble raised from a variety of different races. Their chief duty involves attacking all who opproach them, particularly aquatic elves. They sacrifice all magic items they acquire to their deity (although kraken priests are exempt from this commandment).

In order to become a cleric of Panzuriel, worshipers must sacrifice a sea elf in a ceremony known as the Endless Revenging.

Prayers to Panzuriel take the form of droning chants which surface sailors, hearing them murmuring from the depths, call the "Wail of the Severed God."
However, raiding and slaughter are the only rites that Panzuriel demands.

Myths of Panzuriel
The myths about Panzuriel revolve around his banishement and his schemes to return to prominence.

Banishment. It is said that Deep Sashelas battled Panzuriel in personal combat, severing his foot before banishing him from the mortal plane. This foot, unnoticed by the gods, settled on the ocean floor and has allowed the wicked god to slowly, over the eons, to reestablish his presence on the Prime Material plane, but only in the extreme depths.

Myth 2. ???

Myth 3. ???

Panzuriel's Champions
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Alignment Always evil, usually chaotic evil
Suggested Classes Cleric, fighter, rogue
Suggested Cleric Domains Death, Tempest, Trickery, War
Suggest Backgrounds Acolyte, sailor

Panzuriel’s champions typically...

Panzuriel's Favor
???

Panzuriel's Favor
d6Circumstance
1
2
3
4
5
6You have no idea why Panzuriel showed interest in you, and you might sometimes wish he hadn’t.

Devotion to Panzuriel
Following Panzuriel means...

Panzuriel's Ideals
d6Ideal
1Devotion. My devotion to my god is more important to me than what he stands for. (Any)
2
3
4
5
6

Earning and Losing Piety
You increase your piety score to Panzuriel when you expand the god’s influence in the world in a concrete way through acts such as these:
  • ???
  • ???
  • ???
  • ???
Your piety score to Panzuriel decreases if you diminish Panzuriel’s influence in the world, contradict her ideal of gradual change, or attempt to impose artificial order through acts such as these:
  • ???
  • ???
  • ???
  • ???
Panzuriel’s Devotee
Piety 3+
As a devotee of Panzuriel, you have proven yourself a worthy representative of the god of the deep. You can cast fog cloud with this trait. Fog created in this way smells strongly of the sea. You can cast the spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Panzuriel’s Votary
Piety 10+
You can cast blink with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.

Panzuriel’s Disciple
Piety 25+
You are inspired by the tempestuous, uncontrollable nature of the sea; you have advantage on saving throws against being charmed or restrained.

Champion of the Deep
Piety 50+
You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2.

---

Panzuriel by @pitofdespairx_x (edits by Dave2008)
Gargantuan monstrosity (intermediate deity), chaotic evil
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AC 22 (natural armor)
Hit Points 930 (30d20 + 330)
Speed 300 ft., climb 200 ft, swim 200 ft.
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STRDEXCONINTWISCHA
34 (+12)20 (+5)33 (+11)30 (+10)28 (+9)30 (+10)
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Savings Throws Str +22, Dex +15, Con +21, Int +20, Wis +19, Cha +20
Skills Athletics +22, History +19, Intimidation +20, Religion +19
Damage Resistances cold, force; refer to intermediate god traits
Damage Immunities poison, lightning; refer to intermediate god traits
Condition Immunities prone, stunned; refer to intermediate god traits
Senses blindsight 2000 ft., darkvision 3000 ft., truesight 1000 ft., passive Perception 19
Languages All, telepathy 1000 ft.
Challenge 38 (345,000 XP)
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Colossal. Panzuriel's space is 110 feet by 110 feet and it suffers a -3 penalty to its melee attacks targeting Huge and smaller creatures (included in the attack). Any Huge or smaller creature can enter its space and must do so to hit it with an attack that doesn't target its tentacles or has a reach or range of 15 feet or less. Additionally, any creature adjacent to a Large or smaller target that is hit by one of Panzuriel’s melee attacks must make a DC 28 Dexterity saving throw or take the same damage as the initial target. Panzuriel has advantage on saving throws against being pushed or knocked prone, unless the creature has the colossal trait or the spell in question is 11th level or similar powerful magic.

Kraken's Soul (Mythic Trait, 2/ Short or Long Rest). If Panzuriel is reduced to 0 hit points and does not discorporate, it doesn’t die or fall unconscious. Instead, all conditions and effects Panzuriel is suffering end for it, it regains 930 hit points, and all of its abilities recharge.

Intermediate Deity. Panzuriel has the following intermediate god traits:
Discorporation, Divine Being, Divine Might, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, Regeneration, Unstoppable. Any deviation from these traits are listed in the stat block.

Innate Spellcasting. Refer to intermediate god traits. In addition, Panzuriel's spellcasting ability is Charisma (Save DC 28, +20 to hit with attack spells). Additionally, Panzuriel can also cast the following spells. requiring no components:

At will: hunger of hadar, phantasmal killer
3/day: abi-dalzim’s horrid wilting, etherealness, feeblemind, power word kill
1/day: , psychic scream, true polymorph, weird

Multiple Tentacles. Each of Panzuriel’s eight tentacles can be targeted separately. Each tentacle has 75 hit points and damage done to a tentacle does not reduce Panzuriel's hit point total. If a tentacle is reduced to 0 hit points, that tentacle can no longer take actions or reactions until it has at least 1 hit point. If a tentacle is reduced to -25 hit points it is destroyed and cannot function until Panzuriel has completed a short rest.

Quick Change (2/ Short Rest). Panzuriel can use a bonus action to use Change Shape.

Thick Hide. Panzuriel's body is immune to all damage, unless the attack or effect inflicts more than 15 hit points of damage, in which case it takes damage as normal. This trait does not apply to Panzuriel's tentacles.

Reactive. Panzuriel can take an additional reaction for each tentacle it has.

Siege Monster. Panzuriel does double damage to objects and structures.

ACTIONS
Multiattack.
Panzuriel makes up to five tentacle or fling attacks, or, if it has less than five tentacles, as many as the tentacle it has. It can make one bite attack in place of two tentacle attacks.

Tentacle (kraken form only). Melee Weapon Attack: +20 to hit, reach 180 ft., one target. Hit: 84 (16d8 + 12) bludgeoning damage, and the target must make a DC 31 Strength saving throw or grappled (escape DC 31), knocked prone, or pushed 10 feet for each point it fails the save. Additionally, if a grappled creature is Huge or smaller it is also restrained.

Fling (kraken form only). One Huge or smaller object held or creature grappled by the kraken is thrown up to 200 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 28 Dexterity saving throw or take the same damage and be knocked prone.

Bite (kraken form only). Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 129 (18d12 + 12) piercing damage. If the target is a Huge or smaller creatures it is also grappled. Grappled creatures must succeed a DC 31 Dexterity saving throw or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Panzuriel and it takes 65 (1od12) acid damage at the start of each of Panzuriel's turns. If Panzuriel takes 80 damage or more on a single turn from a creature inside it, Panzuriel must succeed on a DC 24 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 50 feet of Panzuriel. If Panzuriel dies, a swallowed creature is no longer restrained by him and can escape from the corpse using 60 feet of movement, exiting prone.

Maelstrom. Panzuriel whips the sea up into a terrifying frenzy. All creatures within 400 feet of Panzuriel must make a DC 31 Strength saving throw, taking take 105 (10d20) bludgeoning damage and being pushed up to 120 feet in a direction of Panzuriel's choice on a failed save, or half as much damage and being pushed 30 feet in a random direction on a successful one. Additionally, the area of the storm is difficult terrain, except for Panzuriel, until the start of Panzuriel's next turn.

Change Shape. Panzuriel magically polymorphs into its humanoid from (Medium or Large size, Panzuriels choice), or back into its kraken form.

In its humanoid form, Panzuriel retains all of its stats, but it cannot make tentacle, fling, or bite attacks.

Summon Creatures of the Depths (1/Short Rest). Panzuriel summons evil aquatic creatures whose combined average hit points don’t exceed 1000. The creatures appear in unoccupied spaces within 500 feet of Panzuriel.

REACTIONS
Parry.
Panzuriel adds 5 to its AC against one ranged attack that would hit it. To do so, Panzuriel must see the attacker and have at least one tentacle.

LEGENDARY ACTIONS
Panzuriel 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. Panzuriel can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

Move. Panzuriel moves up to half its speed.
Regenerate. Panzuriel regenerates 30 hit points.
Tentacle. Panzuriel makes one tentacle or fling attack.
Bite (Costs 2 Actions). Panzuriel makes a bite attack.
Spellcasting (Costs 2 Actions). Panzuriel casts a spell.

MYTHIC ACTIONS
If Panzuriel’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using Kraken's Soul. If the mythic trait is only available at specific mythic stage, it is available at the stage listed and each subsequent stage.

Summons (Costs 2 Actions). Panzuriel uses Summon Creatures of the Depths.
Maelstrom (Costs 3 Actions). Panzuriel uses Maelstrom
Ink Cloud (Stage 2, Costs 3 Actions). While underwater, the Panzuriel expels an ink cloud in a 600-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Panzuriel. Each creature other than the Panzuriel that ends its turn there must succeed on a DC 30 Constitution saving throw, taking 45 (8d10) poison damage and one level of exhaustion on a failed save, or half as much damage on a successful one.

The cloud expand by 100 ft each round at the start of Panzuriel's next turn. Additionally, each round the save DC and the damage dice are reduced by two. When the cloud no longer inflicts damage it disappears.
Rampage (Stage 2, Cost 3 Actions). Panzuriel can move up to half his speed. The first time he enters a creatures space or a craeture is within range of his tentacle during this move, he makes one tentacle attack against the creature.

---

Panzuriel as a Mythic Encounter
Panzuriel is a deadly fight for the most seasoned mortals. However, if he is facing epic adventurers (lvls 21+) you might wish to have Panzuriel use his Kraken's Soul mythic trait and really ramp up the danger. When this happens, Panzuriel displays his full full divine might instead of discorporating.
 
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dave2008

Legend
What pantheons do you have planned?
I would love to cover all the ones in the 1e Deities and Demigods, plus:
  • Oerth Mythos
    • TBD
  • Abeir-Toril Mythos
  • Theros Mythos
    • Heliod (Mythic, CR 30) by Ash Mantle
 




dave2008

Legend
Earth was kind of the original D&D setting before Gygax made up a different universe.
"Mordenkainen was an acquaintance of Elminster's; the two had met on numerous occasions at Ed Greenwood's house on Earth to exchange spells and lore."
I am still not sure what your point is? Are you going somewhere with this line of comments? Do you wish to influence what epic monsters or deities I portray? I'm just not sure what your trying to accomplish.
 
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dave2008

Legend
Neither am I. But I prefer not including most of the human gods, except the Greek ones as those for the fantasy feel. But IMO it's awkward including things that are actually worshipped today, like the animals and Ra and Osiris, that just weirds me out. But do what you prefer.
Ok, I get that. It makes some uncomfortable, but not sure why you would single out Greek as there are people today who worship Greco-Roman deities. Also, Oerth doesn't use real world mythologies and that is what you quoted. Though you said Earth, you quoted the "Oerth Mythos" so that is why I was confused.

Of the RL religions I will definitely do the Greco-Roman & Norse Mythos as I know those fairly well. After that I may do the Abrahamic Mythos as the next one I know the most about. If I truly want to do the rest of the 1e Deities and Demigods I may need some help or do some more research.
 

dave2008

Legend
Deities & Demigods included Japanese, Chinese, Sumerian, and other pantheons. As far as I am aware Oerth is synonymous with Earth. Is Deities and Demigods the same way?
Ok, you are wildly mistaken. Oerth is the world of Greyhawk and includes (among many more, also note these were all originally Oerth gods before some migrated to other settings):
Boccob
Pelor
Kord
Tharizdun
Wee Jas
Obad-hai
Hextor
St. Cuthbert
Ehlonna
Iuz
Corellon Larethian
Moradin
Yondalla
Nerull
 
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dave2008

Legend
OK, I have posted the first draft of my introduction to the Greco-Roman Mythos. This a reimaging of Greco-Roman mythology in the context of the D&D Multiverse. This will become more apparent with each deity entry as well.

This a draft and I eventually want to get a little more about the Olympic Pantheon in here, but is a start and origin story or sorts. Let me know what you think.

I will be posting a few Olympians and then I will get back to the dragons.
 

Stalker0

Legend
Is the white dragon's breath not supposed to do half damage on a passed save?

I may be trying out one in my game tomorrow (slightly adjusted, it will be a ghost!), so I want to make sure the stats are right.
 

dave2008

Legend
Is the white dragon's breath not supposed to do half damage on a passed save?

I may be trying out one in my game tomorrow (slightly adjusted, it will be a ghost!), so I want to make sure the stats are right.
No, that was an accidental casualty of the rewrites and adding the frozen condition. I've added it back now.
 

dave2008

Legend
EXALTED
Exalted entities, or simply “Exalted,” are the great spirits, demigods, arch-fiends, and deities that are worshiped in temples, revered in sacred glades, or whispered about in hushed tones for fear of attracting their baleful gaze. The vary in their magnitude and origin: from ancient and powerful spirits that protect sacred locations, to mortals who ascended to divinity, to entities of supreme power that can alter reality with their Authority and were present at the beginning.

Regardless of their variety and the difference in their might, the common thread that units all exalted is that they possess some ability to harness quintessence. This ability manifests in many different ways for different types of exalted, but they all revolve around their exalted rank.

An entity’s exalted rank, and other exalted powers, ascribe it certain traits and abilities that sets it apart from mundane mortal and immortal creatures. These traits require additional or modified rules to describe the abilities that push exalted beyond the pale of standard creatures. In the following paragraphs we will look at what are these traits that differentiate the exalted from standard characters and monsters.

THE EXALTED TYPE
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Exalted creatures or constructs may look like another creature: a dragon, humanoid, giant, or even an ooze. However, they do not have that creature’s “type,” they instead have the Exalted type. A creature or construct that has the exalted type has an Exalted Rank and all of the associated benefits of that rank. However, unless the creature belongs to a sub-type of exalted entity as described in Exalted Sub-Types, it has no other special abilities, traits, or rules associated with it. If an exalted monster does not have one of the exalted sub-types, its exalted stat block is self-contained and there are no additional rules specific to these exalted monsters, except their exalted rank.

Another “type” associated with exalted is the avatar. An avatar is technically mortal and does not have an exalted rank; however, it possesses a trace of an exalted’s will and are typical used as an exalted’s divine incarnation and emissary in interactions with mortals. An avatar has no special rules associated with it.

EXALTED SUB-TYPES
Exalted creatures may also have one of the following additional sub-types or “tags” to help describe their special status and power. Unlike standard monster types and tags, these tags have additional rules: features, traits, or even actions associated with them.

When a creature has one of the tags listed below, it is assumed to have the abilities and traits ascribed to that group. If a specific member of that group has additional or modified abilities or traits, they will be detailed in that creature’s stat block. The specific rules, traits, and abilities associate with a sub-type will be described in future articles as needed.

Altraloths are unique yugoloths that have ascended to the ranks of the exalted through a dark and secret ritual performed by a coven of powerful night hags. Once transformed these fiends become the leaders and lords of their lesser brethren. Refer to Altraloths Traits for more infornmation.

Archdevils are the exalted fiends who rule the infernal bureaucracy of the Nine Hells. An archduke is an archdevil that has a title and prominent position within the infernal hierarchy. However, with that title also comes additional power with which to scheme, enslave, and rule. Refer to Archdevil Traits for more information.

Archfey are the exalted fey who lead, if not strictly rule, the lesser fey of the Feywild, Prime, and Shadow realms. The archfey are a diverse group of highly individual entities, but they do share some traits and abilities in common. Refer to Archfey Traits for more information.

Deities are the exalted demigods, lesser, intermediate, greater, elder, and over gods that rule the Outer Planes and incite the worship of followers and fanatics in the Inner Planes and throughout the Multiverse. These are the entities from which clerics seek divine favors and blessings. This is the type of exalted you will be able to create as player characters with the first few issues of Ascension. Refer to Greater God Traits, Intermediate God Traits, Lesser God Traits, and Demigod / Quasi-god Traits for more information

Demon Lords and Demon Princes are the exalted fiends who rule the Abyss with terrifying might. A demon lord is a unique demon of sufficient might to control a Dominion of its own within the chaos of the Abyss, while the more powerful demon princes are sufficiently powerful to have conquered at least one whole layer of the Abyss to be its Dominion. Refer to Demon Noble Traits for more information.

Paragons are the mighty celestials who embody the virtuous ideals of their native plane. The lead the their fellow celestials, govern celstial politics and protect its borders of the Upper Planes. Refer to the Court of Stars, Prince Talisid and his Companions, the Celestial Choir, and the Hebdomad for additional information.

Primordials, and their lesser brethren the archomentals, are the exalted Elemental Lords of the Maelstrom and its constituent elemental planes. Creatures of sublime power, they crafted the foundations of the Prime and its echoes. However, they lost to the gods in their war to control the multiverse. Refer to Primordial Traits and Archomental Traits for additional information.

Uvuudaum are the insane, gibbering masters and what resembles deities of the aberrations of the Far Realm. Each of these horrific beings is utterly unique, but even so, the common alien origin of these abominations manifests some similar traits and abilities that resemble exalted in this reality. Refer to Uvuudaum Traits for additional Information.
 
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dave2008

Legend
EXALTED RANK
WIP - just wait a bit longer
Optional Rule: EXALTED RANK
The rules below for exalted rank are optional rules for exalted games to be used with Player Characters and Monsters with the Exalted Type. However, Monsters with the exalted type can be used with standard games. The CR listed in an exalted monster's stat block is based on the standard 5e D&D CR calculation (with the exception of the inclusion of CRs beyond 30, refer to the Exalted Stats by CR table) with the assumption you are not using the features of its Exalted Rank (ER). ---NEED MORE EXPLANATION ---

Exalted creatures and objects are partially described by broad categories of power called Exalted Ranks. An exalted creature of a higher rank has several advantages over exalted of a lower or no exalted rank. This status forms the foundation for many pantheons of exalted. With the beings of higher rank usually ruling over and governing those of lower rank.

However, exalter rank is not a title of status. It is simply a game term to describe the power gap between different classes of exalted. Exalted do not refer to each other’s exalted rank, they don’t even conceive of their power differences in these terms. They simply understand the fundamental power disparities that are described by the game term “exalted rank.”

In exalted games, exalted rank is used to quickly determine relative power. If opponents have the same epic rank, then everything in the character sheet or monster entry can be applied as stated. However, when creatures of different epic rank engage with one another, we must compensate for their difference in status.

Exalted Actions
Exalted do not have the same action economy as lesser entities. Exalted can take two actions, a bonus action, and one free action on their turn and one reaction between their turns. An exalted can move up to its speed with an action or bonus action and split that movement in any way desired throughout its turn. Additionally, an exalted can substitute a bonus action for a standard action, but they cannot substitute a standard action for a bonus action. An object interaction is typically a bonus action, but may, in some circumstances, use a free action as determined by the game master.

Exalted Haste. Exalted get an additional turn of actions for each exalted rank they possess. For example, a lesser god, exalted rank 2, has three complete turns in a single round. For each turn the exalted can use it full complement of actions, including one reaction for each turn.

To determine the initiative order of additional turn(s), simply subtract 5, cumulatively, from the exalted’s initiative score for each extra turn. Therefore, if the exalted’s initiative score is 30, its second turn is at 25, and its third turn would be at 20.

If an encounter involves creature of multiple epic ranks it is generally useful to normalize the turns around the creature(s) of the lowest rank with only the higher ranked creatures getting additional turns. Simply subtract the lowest ranked creature’s epic rank from the higher ranked creature’s epic rank and that is the number of extra turns the higher ranked creature gets.


EXALTED ADVANTAGE
Exalted gain a special type of advantage over creatures of a lesser rank. For each point of exalted rank an exalted has higher than its opponent, it gains one additional d20 to use whenever it makes a check, saving throw, or attack roll against the creature of the lower rank, selecting the best roll from the pool of dice. Similarly, a creature of a lower rank suffers one die of exalted disadvantage to all of its checks, saving throws, and attack rolls for each point difference in rank. These additional dice are called exalted advantage.

Exalted advantage stacks with standard advantage and disadvantage, but otherwise does not change the rules for applying advantage and disadvantage.

EXALTED FORM
The bodies of exalted creatures are constructed of extraordinary and extremely sturdy materials that make them stronger and more durable than the bodies of other creatures and objects. This hardy construction provides certain advantages over mortals and other lesser creatures.

Exalted Armor Class. An exalted has a base armor class of 16 + its exalted rank multiplied by two. Therefore, a demigod, exalted rank 1, would have a base AC of 18. This base score is then modified by the exalted’s Fortitude or Reflex modifier (whichever is higher). It can be further modified by equipment, explained in a future article on exalted equipment, or by spending a power as described in the Divine Order article.

Exalted Hit Dice. All exalted creatures use a d20 for their Hit Die, regardless of their size. Additionally, exalted always use the hit die maximum (20) when using hit dice.

Exalted Resistance. Exalted have resistance to all damage from creatures and effects of a lower rank and are immune to all damage from creatures and effects that are 4 or more ranks below them. Additionally, if an exalted has a resistance to a damage type, it is immune to that damage type from a creature of a lower rank. If it has vulnerability to a damage type, that only applies to creatures of the same rank or higher, it is not vulnerable to that damage type from a creature of a lower rank.

Hardness. Exalted bodies have a damage threshold. If any damage fails to meet or exceed the damage threshold, the exalted takes no damage and loses no hit points. This damage threshold is called its Hardness and is minimally equal to 5 multiplied by the creatures exalted rank. Some exalted have a hardness greater than this base value.

True Form. Many exalted can inhabit more than one type of body or “Form.” Their physical exalted form is called a True Form and does not need to eat, drink, breath or sleep unless it chooses too. Additionally, if a True Form is destroyed, it discorporates and the exalted’s essence travels to its native plane or Dominion and it cannot take physically form for a time.

EXALTED MIGHT
An exalted creature’s attacks are always considered magical for overcoming resistances and empowered when targeting a creature or object of a lower rank. Additionally, if a creature of higher rank attacks a lower ranked creature that has resistances and immunities to specific conditions and damage types, the attacks of the higher ranked creature ignore the resistances of the lower ranked creature and the immunities are treated as if they are resistances instead. For conditions, this means the lower ranked creature must make a saving throw, but with advantage. If a creature is four or more ranks higher than its opponent, it ignores the lower ranked creature’s immunities too.

New Condition:
Empowered. Your attacks deal double damage on a hit or failed saving throw.
 
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