Ariel, Lion of the Righteous Gods

therealselah

Explorer
Note: The following uses Upper_Krust's God Rules. The entity is based on a powerful angel from the Dicefreaks Godspell cosmology. As God Rules isn't yet finalised, and also because I haven't customised all parts of the build yet, the build is illustrative rather than final.

The build deliberately includes more than would go into a normal "monster" stat block. I have detailed options as if this were a PC.

Ariel, Lion of the Righteous Gods
Demi-deity of War and Justice, CR24 Soldier
Large Immortal Celestial (Kerub), LG
AC
29 (natural, +3 shield); Damage Threshold 36
HP 690 (60d10+360), Bloodied 345 Regeneration 0
Speed 50 ft, fly 150 ft. Initiative +13

Str
Dex
Con
Int
Wis
Cha
31​
23​
22​
20​
22​
28​
+10​
+6​
+6​
+5​
+6​
+9​
Saves
+22​
+18​
+18​
+17​
+18​
+21​

Skills: Athletics +17, Intimidation +22, Perception +13, Religion +12
Vulnerable (+50%): Chaos/Randomness/Wild magic, necrotic, poison
Immune: Radiant, thunder, psychic, frightened Resistant: Force, slashing, healing, saves (advantage)
Senses: Truesight 120 ft, passive perception 23
Languages: All, telepathy 120 ft Proficiency +7

TRAITS [E] = Epic boon, [D] = Divine boon, [M] = Mythic boon, [P] Purview trait, Power multiplier x3 (included)
Aura of Protection Ariel and allies within 30 ft have +5 bonus on all saves
Channel Divinity 3/LR
Channel Divinity - Vow of Enmity When making Attack action, spend 1 Channel Divinity to gain advantage on all attack rolls vs target within 30 ft for 1 min
Deific Halo [D] Increased Damage Threshold. Attackers that fail to penetrate Damage Threshold are Frightened (Wis save 21 neg)
Divine awareness Always knows if he hears a lie
Double Impact [P] (Bloodied) The first weapon attack you make each turn deals double damage.
Exalted Aura [D] 30 ft, Prone, Str save 25 neg. This is a bonus boon due to Ariel's kerub status.
Hellraker [D, rebadged Widowmaker] 1/attack when dropping enemy to 0 hp, take an immediate additional attack. When bloodied, physical attacks deal maximum damage.
Iron Edict [P] The first time each turn an attack or effect it is partially nullified: attacker WIS save 21 or effect is halved (fails if non-damaging)
Lion of the Righteous Gods [M] Ariel transforms into his form of righteous vengeance, his face clearly leonine, and his form brilliant with glory. Str and Con increase by +6, and all attacks are made with advantage
Radiant Strikes Melee attacks deal +3d8 radiant damage (includes multiplier)
Spell-like abilities Wish at will
Surgical Strike [E] Included in attack blocks

ACTIONS 3 Dawnfang or 3 Redress or Spell or Channel Divinity (Abjure)
Dawnfang, +4 holy wounding longspear +20, reach 15 ft, hit 15d8+10 piercing (77) and 3d8 radiant (13) and 6d10 radiant vs fiends/undead (33) (fiend/undead Con save DC 17 or additional radiant damage is wounding, repeating each round until magically healed); crit on 19-20 (17-20 against fiends); Sap weapon mastery
Redress, +4 adamantine warhammer +20, reach 10 ft, hit 15d10+10 bludgeoning (92) and 3d8 radiant (13), stuns on crit (Wis save DC 17 neg), crit 19-20 (17-20 vs fiends), max damage on objects (160 bludg. + 24 radiant = 184); Push weapon mastery
Paladin spells 5/4/4/4/3/1/1/1 (primarily used for smiting)
Wish (save DC 24)
Heal (8th) Restore 90 hp to target. Note: Ariel is resistant to healing (half effective, 45hp)​
Holy Aura [c] 30ft emanation grants adv on saves, disadvantage on attacks. Fiend/undead successful melee attack = blinded (Con save neg)​
Power Word Stun Stun target with <150hp, otherwise set speed to 0​
Power Word Fortify Divide 120 temp hp between six creatures within range​
Sunburst 60 ft radius sphere of brilliant sunlight, 12d6 damage and blinded, Con save half and no blinded​
Exalted Aura [D] - Detonate Aura Aura extends to 300 ft burst, Prone, Str save 25 neg., aura then extinguished (refresh: LR)
Channel Divinity - Abjure 60 ft, 9 targets, Frightened, Wis save 21 neg

BONUS ACTIONS
Divine Smite
Target takes +6d8 damage (+9d8 vs fiends and undead) from attack, cost: lvl 1 spell slot. Higher slots increase damage by 3d8 per level. An 8th level slot adds 27d8 (30d8 fiends and undead).
Judgment [P] Treat any attack, save or ability check as maximized
Lay on Hands Pool of 100 hp/LR

REACTIONS
Enforce Order [P]
When an ally or enemy you can see makes an attack roll, save or ability check, grant Advantage or Disadvantage to the roll (Cha save 24 neg)
Legendary Resistance (7/day) pass failed save (but -1 Prof. Bonus)
Relentless Avenger Successful opportunity attack reduces speed to 0, then Ariel moves up to half speed without attracting attacks of opportunity
Soul of Vengeance Immediately after a creature under effect of Vow of Enmity hits or misses an attack roll, make a melee attack against that creature
 

log in or register to remove this ad

Ariel arose in an age of war, not long after Heaven had suffered one of its first great betrayals. A fierce and outspoken angel in the service of the Virtue Asha, Ariel believed that evil should be met before it could spread. He was placed among a band of mighty celestial warriors alongside Khamael, Absalom, and Zariel, and in time became one of Heaven’s most feared champions.

Under Khamael, Ariel led the Dawn Vanguard: a swift celestial host sent to break sieges, shatter fiendish armies, and rescue souls from torment. His wrath was terrible, but never wanton. Ariel demanded certainty before battle, mercy for the helpless, judgment for the surrendered, and remembrance for the dead.

During the Ashen Crusade, Ariel fought beside angels who marched into Hell to reclaim the fallen and punish the irredeemable. At first, their cause seemed noble. But Hell has a way of teaching invaders to resemble the thing they hate. As the crusade turned from rescue to conquest, Ariel saw righteousness curdle into tyranny.

When the crusade finally broke, Ariel chose conscience over victory. He stood with those who refused to follow Zariel further into damnation, defending the retreat until the last possible moment. Legends say he crossed blades with his former companion before escaping the ruins of Hell’s last shining bastions.

For his valor, purity, and defiance, Ariel was raised as the Kerub of Righteous Vengeance. For that same defiance, he was banished from Heaven. Now Ariel wanders as a kerub-errant: exalted but exiled, a wrathful protector who brings judgment where mercy has failed, yet never forgets how easily holy wrath can become the very evil it seeks to destroy.
 

Very cool amigo.

I have had a look and I think either I have some mistakes in the book or you have some errors.

Firstly, Demi-deities should only have two Divine Boons (+1 Mythic Boon).

DR 1 = 1 Divine Boon + 1 Mythic Boon
DR 2 = 2 DB + 1 MB
DR 3 = 2 DB + 1 MB
DR 4 = 3 DB + 1 MB
DR 5 = 3 DB + 1 MB
DR 6 = 3 DB + 1 MB
DR 7 = 3 DB + 1 MB
DR 8 = 4 DB + 1 MB

Secondly, while a character could organically have any number of artifacts, if we are building a Demigod from scratch they would have 2 Artifacts and 1 Legendary rarity magic item (trade 1 of a higher rarity for 2 of the next, etc.) - as per Table 1-11 on page 44.

Also note that with my increased weapon damage, rarity has went up - as per Table 1-2 on page 29.

Something that may or may not be obvious in the table is that each added weapon 'property' counts as a +1 increase. Maybe I did not explain that well enough?

So your Demi-deity should have 2 Artifacts and 1 Legendary item. An Artifact = a +4 Weapon with no other properties; or a +3 Weapon with 1 property, or a +2 weapon with 2 properties or a +1 weapon with 3 properties.

What wouldn't be obvious yet (because it will be in the Epic Artifacts book/material is that some properties have a minimum weapon '+'. ie. Flametongue weapons always need to be at least +1, Sharpness weapons always need to be at least +2, Vorpal Weapons always at least +3 etc.

Note that my Solar has a +2 Greatsword of Dancing and Sharpness; that is effectively a +4 weapon, ie. Artifact.

In fairness I just noticed the Solar's bow probably needs dropped to +2; since I have given it two Artifacts when a Quasi-deity should only possess one - however, that messes things up slightly because the Slaying 100 HP or less property is a +3 weapon or better property; dropping it to +2 reduces it to 50 HP or less.

Then again I only gave it two items; I could have Added Bracers of Defence +4 (Legendary).

In fact I am just wondering if I have got the Solar weapon damage wrong in the stat-block.

Greatsword = 2d6
Greatsword +2 = 6d6
Quasi-deity x2 Power Multiplier = 12d6
Large size increase damage by base damage = +2d6 = 14d6
Sharpness Property (+2 or better weapons) = Max damage + Severing = 84 + 6 = 90

Longbow = 1d8
Longbow +2 = 3d8 (+2d8)
Quasi-deity x2 = 6d8
Large Longbow = +1d8 = 7d8 + 7 (Dex) = 38

Orcus Wand (+3 Mace)

Mace = 1d6
Mace +3 = 4d6 (+3d6)
Lesser Deity x4 = 16d6
Huge = add double base damage (in this case +2d6) = 18d6

You always need to factor size last otherwise the multiplier over inflates damage.

We know from the Monster Formula that Multi-attack damage is 60%, so for 3 attacks that will be 20% each.

So the Solar (at 40 Hit Dice) should be dealing around 8 dice of damage if we give it 3 attacks. Orcus (at 80 Hit Dice) should be dealing around 16 dice with 3 attacks. Obviously greatswords mess this up a tad because its a 2 dice base.

However, 5e D&D doesn't use Hit Dice in determining damage, it just gives a vague +1 extra die per size category then keeps upping the number of attacks at various intervals.

So we have official CR 30; 34 Hit Dice Tarrasque (4 attacks + 3 Legendary Actions, possible 7 attacks) dealing 36 (4d12+10) Bite, 28 (4d8+10 Claw), 23 (3d8 +10) Tail. Best case scenario = 1 bite + 6 claws = 204

If I was designing a CR 30 Tarrasque = 100 Hit Dice (Multi-attack = Bite + 2 Claws); Bite 250 (20d12+10 maxed for Sharpness); Claws 80 (20d6+10). Combat Reactions: Roar, Earth Glide, Tail Swipe, Stomp/Tremor, Extra Claw, Rush or something like that.
 

Very cool amigo.
Thanks!
I have had a look and I think either I have some mistakes in the book or you have some errors.
Or both :D More likely my errors.
Firstly, Demi-deities should only have two Divine Boons (+1 Mythic Boon).
Yep, understand that. Ariel has a bonus Divine Boon due to being a kerub - which I know breaks the rules, but covers the idea that kerubim all gain an aura due to their status. I figured you'd call it out. When I have more of your books to work with, I can consider how that will impact on CR as well. This is my concession to the compressed nature of divine ranks you've taken - a smidge more power without requiring more divine ranks (which is where the seraphim and sarim (angel gods) would fit).

I actually noted it was a bonus under Exalted Aura. (I also repeated mentions of divine boons if they fit under multiple categories - actions, bonus actions, traits, etc. Easier for my own housekeeping.)

Secondly, while a character could organically have any number of artifacts, if we are building a Demigod from scratch they would have 2 Artifacts and 1 Legendary rarity magic item (trade 1 of a higher rarity for 2 of the next, etc.) - as per Table 1-11 on page 44.

Also note that with my increased weapon damage, rarity has went up - as per Table 1-2 on page 29.

Something that may or may not be obvious in the table is that each added weapon 'property' counts as a +1 increase. Maybe I did not explain that well enough?
I'll reread and see whether that comes across properly. I actually was trying to mirror what I saw in artifacts from the DMG, except I thought they should be increased to +4 per your table. I remember saying to myself that I would need to revisit once the artifacts book was done.

So your Demi-deity should have 2 Artifacts and 1 Legendary item. An Artifact = a +4 Weapon with no other properties; or a +3 Weapon with 1 property, or a +2 weapon with 2 properties or a +1 weapon with 3 properties.
Yeah, I treated the two weapons as artifacts and the +3 shield is legendary per the DMG. I'll rework when I have better detail.
Greatsword = 2d6
Greatsword +2 = 6d6
Quasi-deity x2 Power Multiplier = 12d6
Large size increase damage by base damage = +2d6 = 14d6

You always need to factor size last otherwise the multiplier over inflates damage.
The large size increase definitely tripped me up. It wasn't clear to me to add it last. I'll come back at some stage and review the damage to align better with the guidelines - I think I eyeballed the damage vs hp rather than strictly HD. I also compared normal damage vs the solar and it seemed reasonable, particularly given the CR increase.
 


If the longspear and warhammer are +4 weapons I make that +21 melee, not +20.

+10 from Strength plus +7 from Proficiency plus +4 from magic.
Absolutely right. My spreadsheet has the base melee bonus at +17, and originally I had the weapons as +3. It was a late change to +4 and I didn't pick up the difference in the attack bonus.

That said, given UK's feedback I'll be reducing the + on the magic items anyway. When I rework those, I'll adjust the stat block accordingly.
 

I have updated the Monster Sizes; I had not properly explained Titanic+1 etc. Which was a fairly recent rule change.

Basically I follow the standard model:
Medium < Large < Huge < Gargantuan
Then Colossal 64-127 ft.
Then Titanic 128-255 ft.
Then Titanic+1 256-511 ft.
Then Titanic+2 512-10123 ft.
etc.

Each size increase from Medium is typically a +6 CR boost up to Titanic.
After Titanic each doubling of Size is only a +1 CR increase in and of itself (though divine power might be more).

So I changed the Kraken (CR 24) to Colossal
Primordial Kraken (based on the Clash of the Titans remake Kraken) is Titanic+2 (CR 32)

If we were scaling up dragons (something I go into detail on in the next Kickstarter/book) I add +6 CR per size category (not +7 like the official rules). So Great Wyrm = Colossal, Ur-Wyrm = Titanic.

But Cosmic Dragons, rather than doubling in size per Age Category, preserve the +6 CR so they scale up (no pun intended) x64 per Age Category after they have hit Titanic. So we end up with Mountain-sized dragons, Country-sized dragons, Planet-sized dragons etc.
 

Recent & Upcoming Releases

Remove ads

Top