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D&D 5E ASCENSION, The Codex of Exalted, Book 3: Friends & Foes

dave2008

Legend

COVER_WEB_FF.jpg

Cover by Alexander Sorensen

Ascension is my tribute to Epic/Immortal games in Dungeons & Dragons. I grew up pouring over and daydreaming about the gods and monsters that filled the pages of the 1st edition AD&D Deities and Demigods. It was not only one of the foundations of my introduction to Dungeons & Dragons but of mythology as well. The seeds planted by the pages of that book grew into a lifelong fascination with deities and mythology. Soon after I had been captivated by Deities and Demigods. I discovered the gloriously bizarre world of Frank Mentzer's Immortal Rules and realized we aren't limited to contemplating the lives of the gods - we could become them! My goal for Ascension is to bring the wonder and excitement I had for mythic gaming in the early '80s to the 5th edition of Dungeons & Dragons. Throw in a bit of flavor inspired by the 2nd edition's Legends and Lore/Monster Mythology and 3rd edition's Epic Level Handbook, and of course @Upper_Krust Immortals Handbook, and we have the foundation for the definitive Immortals/Epic supplement for 5th edition!

This was originally intended to be a quarterly Zine I funded through Kickstarter. However, the pressure's of creating content I considered print worthy were just to much. I stopped the Kickstarter and I am in the process of refunding the backers. However, I didn't want the work to go to waste. So after discorporation from the physical realm, Ascension arisen as a web supplement! I am currently planning to organize this project in three threads or "books:" Player's Guide, Game Master's Guide, and Friends and Foes. Maybe someday these will get published, but the focus for now is getting this out to the public and getting feedback. Finally, I want to give a quick shout out to all the Kickstarter backers you believed and supported the original project. Thank you for your support and I apologize for not being able to deliver on the original plan. I hope this web-based supplement provides you with the epic options you were hoping for.

TABLE OF CONTENTS
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Introduction
Chapter 1: Archfey
Chapter 2: Archfiends
Chapter 3: Celestial Paragons
Chapter 4: Deities
Chapter 5: Dragon Rulers
Chapter 6: Elemental Lords
Chapter 7: Exalted Constructs
Chapter 8: Exalted Monstrosities
Chapter 9: Exalted Undead
Chapter 10: Uvuudaum

ASCENSION, The Codex of Exalted, Book 1: Player's Guide
ASCENSION, The Codex of Exalted, Book 2: GM's Guide

Thank you to the Kickstarter backers who made a good portion of this project possible:
Brandon Weinley, Scott Errington, Matt Soucy, Jackson Maurer, John Bookwalter Jr., Federico Neroni, Robert Carnel, Kyle Bodell, Ian McFarlin, Art H, MagnusLL, Wanderer, Nate Ng, Gus, Steven Lord, Shaun Beckett, Jason Conlon, Ken Reinertson, David Robinson, Agnieszka Pogorzelska, Jennifer Candee, Jon Terry, Russell Ventimeglia, Bertrand Guérin-Williams, Daniel Gregory, Evan Dooner, Ryan Kent, Lawrence Holbrook, logan, Cody, J K Rasmussen, Wasitora, The Ballad of Scum, Nick Zakhar, Caleb Coppola, Travis Boillat, Jack Elphinstone, Sean Owen, Ted Houseman, Ryan, Anna Wallin, Don Tucker, Peter Hood, Casey, David Mello, Seth Largent, Jose Luis, Will Carr, Peter DiMauro, Domx9200, Alicommagali, Steve Houst, Olivia Montoya, Clint Doyle, Jonathan Rupert, David JACQUET, Maxime Giguère-Bisson, Olav Müller, Battlefield Press, Inc., Mike Mahoney, Jacob Korst, Christopher Scarselli, Nick Rice, Kelly Edward Williams, John Cleary, Chris Striker, Charlie Day, Jack Murphy, Paramo, Jared Buckley, doorhandleis, Man Yellow, Koby Chapman, Kaeleigh Post, Vikrant Misra, Nathan Swift, Ducky, Muriadim, Aaron Frick, Caleb Slama, MA Roxas, Daniel, Robotzh8teme, Valur Sverrisson, Thalji, Michael Merchant, Luke Seymour, Grace Iverson, Jason Hennigan, Alex Neilson, Keenan Hagen, Emmo Lütringer, Steven, Nick Wolak, New Comet Games, Sean Comer, Matthew J Weidman, Contesse, Eric Hamilton, Braeden Gardner, Paul Pflieger, Jim Davis, Patrick P., CoolWhipKid, Br1ghtL1ght, Steve Dodge, Peter Merryman, Joe Corona, Paul Kensler, Joel Maunula, John M. Portley, Guest 512230315, anonymous1453, Hunter Mackey, Andreas Loeckher, saintzazzaz, John "johnkzin" Rudd, Clay Hodges, Stephane Gelgoot, MeleeMagthere, Apaphous, Dan George, Chris Berger, Sean, Paul Morin, Dana Boychuk, King Rollo, Minority Stock Holder, Demetrios Papadatos, Eric A Gregory, Diego Pisa Artworks, Martin Heim, Mason, Shawn Fennessey, Paul Connolly, Matthias Mertens, Anthony Reyes, Anthony Carrozzo, Jason Gabel, Simmy Sims, Ben Fowler, Chris Skidmore, Brian Zuber, Lisa Kellogg, Darklord, Egg Embry, Mike Myler, Miguel Warlock Patreon, Alican Öztürk, Owen Moore, Darion Nutter, The Creative Fund, TLhikan, Sam Underwood, Glenn Like, Guy Edward Larke

 
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dave2008

Legend
INTRODUCTION
Friends and Foes is the bestiary and NPC sourcebook to help Game Masters creature a lively multiverse while extending the 5th edition of the world's greatest roleplaying game to epic levels with Ascension: The Codex of Exalted. This book provides Game Masters with information to challenge their exalted Player Characters with monstrous enemies and weave mythic tales with their divine comrades.

Beyond just the stats for enemies and allies, Friends and Foes helps flesh out a cosmos that blends myths and religions of the world with classic Dungeons and Dragons settings, and maybe a jaunt or two through the Blind Eternities. For the cosmological framework established in the Player's and Game Master's Guide is only really brought to life when it is filled with the myth heroes, deities, and monsters that fill its realities. That is precisely what this book hopes to offer Ascension Game Masters.

HOW TO USE THIS BOOK
Friends and Foes is primarily to be used as codex of monsters, adversaries, and NPCs for a GM to populate the exalted campaign and challenge exalted characters. As such, its use is pretty strait forward. However, there are a few things to keep in mind.

MORE THAN A STAT BLOCK
Most exalted monsters have detail and complex entries beyond the stat block. The additional information provide in the monster entry is typically nearly as important, if not as important, as the information in the stat block when running an exalted monster. Most exalted monsters cannot easily be run on the fly with just the stat block and provide the type of experience you want from an epic game of immortals and gods. An Ascension game master really needs to spend time understand an exalted monster's entire entry to use it the most effectively.

GUIDELINES, NOT RULES
Like the myths and legends that inspire them, the exalted monsters presented here are not hard and fast rules. These are simply guidelines on what these gods, devils, or demons might be and what they might do. The GM is free to make their own interpretation and change anything they see fit to. Whether it is lore, or equipment, or spells known, or the whole stat block. Make these divine and fiendish entities your own. What is presented here is on version of this monsters of mythology, use them inspiration for your version and your stories.

STATISTICS
An exalted monster in Ascension has a stat block that has the same function of a standard monsters stat block and follows the same general format. There are, however, a few difference. This following information explains the difference in an exalted stat block compared to a standard monster's stat block.

In addition to some differences in the stat block, the full picture of an exalted monster goes beyond the stat block and includes the descriptive text in the whole monster entry. Some of this information provides context and background information about the monster or important information about is lair, dominion, equipment or minions. All of this information should inform how you use the monster and could have an impact on its difficulty. However, it is the GMs job to determine how you use this information and to determine how it affects the difficulty of an encounter with the monster. The challenge rating in the stat block is based solely on the information provide in the stat block, not any additional information provided in the monster entry.

SIZE
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Exalted monsters follow the same basic size and space rules of standard monsters. However, the maximum size/space of Gargantuan is to limiting to effectively adjudicate some of the enormous monsters in Ascension and simply giving creatures another size category or two, or three, will not solve the problem. Therefore, in addition to two new size categories, each creature with one of these size categories will have a Trait of the same name. The trait will provide more specific details of the monster's size and any rules that pertain to that creature's size. Refer to Special Traits for more information on the Colossal and Titanic traits.

EXALTED SIZE CATEGORIES
SizeSpaceExamples
Colossal25 x 25 ft. to 100 x 100 ft.TBD
Titanic105 x 105 ft., or largerTBD

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 Exalted Traits associated benefits of that rank. Additionally, exalted monsters with on of the new sub-types listed below will have some special abilities, traits, or rules that members of that sub-type are expected to have, even if they are not described in the creatures stat block. If an exalted monster does not have one of the exalted sub-types, then there are no additional rules specific to that monsters, except their Exalted Traits.

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. If 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.

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.

Avatars are the creations of exalted creatures but, though the have a spark of their creator's divine will, they are mortal and do not have the exalted type. For more on avatars refer to Exalted Forms in the Player's Guide.

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 Deity Traits, Intermediate Deity Traits, Lesser Deity 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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Eldritch Horror Sketches by SickJoe

ALIGNMENT
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Ascension uses the same alignment system as 5th Edition. However, some exalted creatures are beyond the normal constraints of alignment, but are also not truly unaligned. For such esoteric entities it is more appropriate to provide a range of relevant alignments. The GM can choose which of the listed alignments is most appropriate for the nature of the entity at that time.

ARMOR CLASS
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There is no change in the way armor class is handled in the stat block.

HARDNESS
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Exalted creatures with True Forms will have an additional defensive stat line called Hardness. Hardness damage threshold and a measure of the durability of the monsters True Form. A monster with a Hardness value is immune to all damage, unless the attack or effect inflicts more damage than the hardness value listed, in which case the attack or effect causes damage as normal.

HIT POINTS
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The presentation of hit points in an exalted monster's stat block is the same as for a standard monster's stat block. However, exalted monsters determine their hit dice and hit points differently. All exalted monsters with a Rank of 1 use a d12 for their hit die and all exalted monsters of Rank 2 or greater us a d20 for their hit die. Additionally, how an exalted monster's hit points are calculated varies depending on the category of monster it is:
  • Average. An exalted monster that is a typical example of variety of monster has its hit points calculated just like any other monster. It uses the average number just like in the Monster Manual.
  • Unique. Many exalted monsters are unique individuals, whether from a particular group of monsters, or there is nothing else like them in the cosmos. In these cases the hit points provided are for that individual and it could be anywhere within the possible range of its hit dice and constitution modifier.
  • Paragon. Some exalted monsters, or even types of monsters, are epitomes of exalted Forms. These monsters always use the maximum possible for their hit die when calculating hit points. A good example are deities. A deity always using the maximum 20 on a d20 when calculating its hit points.
Finally, when an exalted monster first reaches 0 hit points it does not die, it is not destroyed, and it does not fall unconscious. Instead, the monsters Exalted Recovery trait activates, removing any conditions it is suffering and it regains its hit points. This trait activates a number of times equal to the monsters exalted rank per short or long rest. Only when an exalted monster has no uses of its Exalted Recovery remain is its True Form destroyed.

SPEED
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Exalted creatures generally have the same modes of movement as mundane monsters. However, some exalted creatures have one or more of the following additional movement modes.

TELEPORT
A monster that has a teleport speed can use its movement to teleport itself and any items is wearing or carrying, up to the distance indicated, to an unoccupied space it can see. The teleport distance can be broken up between the monster's actions, just like other types of movement, effectively teleporting multiple times the same turn.

WARP
A monster that has a warp speed can use all or part its movement to effectively move through the void of space between worlds and the aether between realities.

INITIATIVE
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Initiative is a new line added to exalted monster stat blocks. Exalted monsters get extra turns for each Exalted Rank. To make life easier for GMs, we are providing the average initiative score of the exalted monster for each turn in this line. If you want to normalize the turns, simply subtract the scores for the list, starting at the lowest score and move up.

ABILITY SCORES
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Exalted monsters have the six standard ability score that all monsters have. However, for exalted monsters these tend to be secondary in importance to a new set of abilities called Talents. Each exalted had three Talents: Fortitude, Reflex, and Will. An exalted monster's Talents are listed just above its ability scores and are the primary method an exalted uses to interact with other exalted and the wider cosmos.

If you are using exalted monsters in junction with standard monsters or characters, use the Talents for Ability Score Checks and Saving Throws table to determine which talent to use when making a check that calls for an ability score.

Talents for Ability Score Checks and Saving Throws
Saving ThrowTalent Used
StrengthFortitude
ConstitutionFortitude
DexterityReflex
IntelligenceWill
WisdomWill
CharismaWill

SAVING THROWS
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Exalted monsters use their Talents instead of their ability scores for their saving throws. The saving throw modifier for each talent is provided in parenthesis next to the Talents score. If you are using exalted monsters in junction with standard monsters, use the Talents for Ability Score Checks and Saving Throws table to determine which talent to use when a saving through calls for an ability score.

Designer's Note
Bringing back Fortitude, Reflex, and Will scores and saving throws in the form of Talents is one of the biggest departures in Ascension from standard 5th edition. The idea for Talents come from the BECMI "Immortal Rules" were immortals had Greater and Lesser talents that are associated with Primary, Secondary, and Tertiary ability scores. I took this idea and merged it with the similar idea of Fortitude, Reflex, and Will defenses from 3e & 4e. My hope is to be respectful to the source material with a mechanic that is somewhat familiar to players of the past two editions. Furthermore, I hope that Talents move Ascension to a familiar, but also clearly different game experience and help mark the transition from mortal games to the realms of the immortals.

However, like all of the rules and guidelines presented in Ascension, this choice is not final. I want to see how the idea works and how it is accepted. If it goes well we will keep them. If not, I am opening to changing or removing them.

SKILLS
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There is no change in the way armor class is handled in the stat block.

VULNERABILITES, RESISTANCES, & IMMUNITIES
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Exalted monsters can have vulnerability, resistance, or immunity to damage types, just like standard monsters. However, unlike standard monsters, exalted monsters can also have vulnerability and resistance, in addition to immunity, to conditions.

Condition Vulnerabilities. A monster with a condition vulnerability has disadvantage on saving throws against that condition.

Condition Resistances. A monster with a condition resistance has advantage on saving throws against that condition.

Additionally, when a vulnerability, resistance, or immunity is listed in a creature's stat block it is relative to its Epic Rank (see Challenge Rating). Therefor its vulnerability, resistance, or immunity are more or less effective depending on its Epic Rank compared to its attacker's or victim's Epic Rank. Refer to the Exalted Might trait in Exalted Traits for more information.

SENSES
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Senses generally work the same for exalted monsters and standard monsters, with one exception: if a type of sense is listed without a range, the range of that sense is the same as normal vision. Additionally, exalted monsters may have the additional special senses described below.

AETHERSITE
A monster with aethersite can see normally, within a specific distance if listed, in the warped space of the blind eternities between realities.

LANGUAGES
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There is no change in the way languages are handled in the stat block.

CHALLENGE (WIP - I'm still working on this)
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Exalted monsters present a different type of Challenge than standard monsters and their challenge rating has a different meaning as well. The CR presented in an exalted monster's stat block is based on calculating its CR as if the creature has an exalted rank of 1, regardless of its actual ER, and does not have its exalted recovery trait. The reason for this is to allow an exalted monster to be used in standard games with the listed CR, XP, traits, and actions and also be used for exalted games with minimal modification.

Additionally, exalted monsters often exceed the challenge rating limit of 30. The experience point (XP) value a monster with a CR higher than 30 is noted in the Experience Points by Challenge Rating table.

The Challenge line in the stat block of an exalted monster also includes the monster's Exalted Rank. This number describes the relative power of exalted monsters. Creatures of the same exalted rank are basically equivalent in power with difference between them expressed by their challenge rating. However, for creatures of different rank, comparing challenge ratings is futile. A creature of a higher rank has several benefits over creatures of a lower rank, as described by its Exalted Traits. All other things being equal, a creature of a higher rank is equivalent to about 3 creatures of the rank below it.

EXPERIENCE POINTS BY CHALLENGE RATING
ChallengeXPChallengeXP
31175,00041435,000
32195,00042475,000
33215,00043515,000
34240,00044555,000
35265,00045595,000
36290,00046645,000
37315,00047695,000
38345,00048745,000
39375,00049795,000
40405,00050855,000

SPECIALT TRAITS
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Most exalted monsters have a few special traits and all of them have Exalted Traits. In order to keep exalted monster stat blocks reasonably concise, the exalted traits are simply listed and the descriptions linked. They are not defined in the individual stat block. The assumption is that these universal traits will become second nature for GMs and Players and a simple reminder is all that is needed.

Similarly, many exalted monsters also have sub-type traits. When this is the case, again for conciseness of the stat block, the traits are listed with a linked provided to the definition. For example, a deity could have the Lesser God Traits. This trait is listed in the stat block where relevant, but you need to follow the link to get the specific qualities of the trait.

Additionally, there are few common special traits that need some additional explanation.

COLOSSAL
A monster with this trait is larger than a typical monster. Though many monsters have this trait, each entry will be a little different. This trait defines the space requirements and any special rules because of its size for a particular monster. This trait covers monsters of varying sizes, therefore the specific space and rules will change accordingly. A GM should be sure to review the specific details each time they are using a new monster with this trait.

INNATE SPELLCASTING
If an exalted monster has the spellcasting trait, it generally works the same. However, the assumption in Ascension is that the spells listed in this trait do not affect the CR of the monster. You don't need to look these spells up to have the monster perform at the listed CR. They are provided to give the GM more tools to create a fully fleshed out monster and engaging encounter, if he or she wants too. They are not a requirement. If a spell is used in the monster's CR calculation, it is provided in the Actions area of the stat block.

TITANIC
The titanic trait is very similar to the Colossal trait and all of the clarification about the Colossal trait also applies to the Titanic trait. The difference of the Titanic trait, and the only reason it is a separate trait, is that monsters with the Titanic trait are so large that their physical attacks target more than one creature. The specific rules to adjudicate this effect will be listed in the trait; however, the purpose of having a separate trait is so it triggers GM's that this monster has massive attacks. Additionally, regardless of how many creatures could be affected by these type of attacks, the assumption when calculating the creatures CR is that the attack is applied to one creature.

UNSTOPPABLE
The details of this trait are provided in the traits entry. However, I did want to clarify that, though it is typical a replacement for Legendary Resistance, this trait does not affect a monster's CR. The penalty in the trait accommodates the potential CR adjustment.

DESIGNER'S NOTE
The decision to not provide the details for Exalted Traits and sub-type traits in the stat block is not necessarily a permanent one. This choice helps keep the stat blocks manageable, but it was also done for convenience. While these rules/guidelines are in draft form I do not want to have to correct multiple stat blocks several times as the traits might change. Eventually, when things are sufficiently complete, I may reverse this decision and and one or both of those common traits back to the stat blocks.

ACTIONS
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There is no change in the way Actions function in the stat block; however, there is a minor change in the information presented. Any Action that inflicts damage will have three damage values listed. These values are half average damage, average damage, and double average damage. This was done to accommodate the three damage scenarios an exalted my encounter based on its exalted rank. It will do the average damage against creatures is own rank, double damage to creatures of a lower rank, and half damage to creatures of a higher rank (pre-calculating the higher ranked creatures Exalted Might).

Additionally, it is good to remember that an exalted gets an additional turn, with a full set of actions: standard, bonus, reaction, and movement, for each exalted rank. Refer to the Exalted Actions in Exalted Traits for more information.

REACTIONS
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There is no change in the way Reactions are handled in the stat block.

LIMITED USAGE
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Limited use actions and traits are general the same for exalted monsters as they are for standard monsters, with the following exceptions:
  • X/Rest. This notation means that the action or trait can be used by the monster X number of times before the monster needs to complete any rest: minor, short, long or extended, to regain any expended uses.
  • X/Y Rest. This notation means that the ability can be used by the monster X number of times before the monster needs to complete a Y type of rest to regain any expended uses. Additionally, the monster can also regain expended uses of the ability after any rest that is longer than the rest listed. So if a trait or action is listed as 1/Short Rest, the monster can regain any expended uses of the trait or action after a long or extended rest as well.
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Mjolnir by Jacob Walker

EQUIPMENT
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An exalted stat block sometimes refers to a monster's equipment, but if it does, it is brief and it simply their to provide a brief explanation for the modifiers or traits that affect other parts of the stat block. Often, if the item is unique to the creature or to Ascension there will be hyperlink to a fully detail description of the equipment in the Game Master's Guide. Additionally, their may be a more detail description of the equipment in the monster entry information. When a weapon, armor, or piece of equipment has more information associated with that is not included in the stat block, that information has not be used to determine the monster's challenge. When using this additional equipment information a GM must take care to review how challenging the monster may be when the full extent of its equipment is used.

EXALTED CREATURES
You will notice a lack of Legendary Creatures with Legendary Resistance and Legendary Actions amongst the monsters of Ascension. The reason for this is that from the perspective of mortal and mundane creatures, all of the monsters detailed in Ascension are Legendary and so are the Player Characters! Additionally, the purpose of Legendary Actions and Resistance is to help a single extraordinary monster deal with a group of adventurers that out number it. An exalted monsters Exalted Rank and Exalted Traits take care of this issue be giving monsters with a higher rank many tools to challenge lesser ranked opponents that are more numerous. Finally, it would be cumbersome for a DM to adjudicate an encounter where every creature had Legendary Actions.

EXALTED CREATURE'S LAIR
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Like a legendary creature, an exalted creature might have a section describing its lair. If it does, it will follow the same format as presented in the Monster Manual.

EXALTED CREATURE'S DOMINION
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A powerful exalted it likely to have a section describing its Dominion and the special traits it has and special effects it can create while there. A dominion is infused with an exalted creatures quintessence and is an extension of its will. It is the creature's stronghold. Not all exalted creatures have a dominion and only those creatures that do will have this section in their monster entry.

DOMINION ENHANCEMENTS
An exalted monster is typically more powerful in its Dominion. It is able to take advantage of the quintessence invested in its dominion to increase its might. Its exalted rank increases by one, it has the ability to dominion actions, and it typically gains some new or enhanced traits and abilities. As long as an exalted is in its dominion it has the enhancements listed in this section.

DOMINION ACTIONS
If an exalted creature has dominion actions, it can use them to harness the ambient quintessence of its dominion. On initiative count 30 (losing all initiative ties), the creature can use one of its dominion action options if it so desires.
 
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dave2008

Legend
Chapter 1: Archfey
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  • Archfey Traits
  • Baba Yaga
  • Caoimhin
  • Cat Lord
  • Cerunnos
  • Damh
  • Eachthighern
  • Emmantiensien
  • Fionnghuala
  • Hoary Hunter
  • Hyrsam
  • Koliada
  • Mournwind/Velayn
  • Nathair Sgiathach
  • Oberon
  • Prince of Frost
  • Queen of Air and Darkness
  • Rillifane Rallathil
  • Skerrit
  • Soulsorrow/Loralae
  • Squelaiche
  • Titania
  • Verenestra
 
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dave2008

Legend
Chapter 2: Archfiends
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ALTRALOTHS
ARCHDEVILS
  • Archdevil Traits
  • Amon
  • Asmodeus
  • Baalzebul
  • Bael
  • Bel
  • Belial
  • Dispater
  • Fernia
  • Geryon
  • Glasya
  • Hutijin
  • Levistus
  • Mammon
  • Mephistopheles
  • Moloch
  • Titivilus
  • Zariel
DEMON NOBLES
  • Demon Noble Traits
  • Arendagrost
  • Baphomet
  • Bjornganal
  • Dagon
  • Demogorgon
  • Fraz urb'luu
  • Graz'zt
  • Juiblex
  • Kostchtchie
  • Malcanthet
  • Miska the Wolf Spider
  • Obox-Ob
  • Orcus
  • Pale Night
  • Pazuzu
  • Queen of Chaos
  • Sess'innek
  • Yeenoghu
  • Zuggtomy
 
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dave2008

Legend
Chapter 4: Deities
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DEITY TRAITS

ABEIR-TORIL MYTHOS
  • Ao
  • Auril, the Frostmaiden WIP (Mythic, CR 28)
  • Bahamut
  • Bane
  • Lolth
  • Myrkul
  • Panzuriel WIP (Mythic stage 2, CR 38) by @pitofdespairx_x (edits by Dave2008)
  • Sehanine
  • Thasmudyan
  • Tiamat WIP (Mythic, CR 30)
  • Waukeen
DAWN WAR MYTHOS
  • Avandra
  • Erathis
  • Ioun
  • Melora
  • Raven Queen
  • Torog
  • Zehir
ELDER SCROLLS MYTHOS
  • Alduin
  • Dibella
  • Zenithar
EGYPTIAN MYTHOS
GRECO-ROMAN MYTHOS WIP
  • Aphrodite
  • Apollo
  • Ares WIP
  • Artemis
  • Athena WIP
  • Demeter
  • Dionysus
  • Hades
  • Hecate
  • Hephaestus
  • Hera
  • Hermes
  • Hestia
  • Poseidon
  • Zeus
NORSE MYTHOS
  • Balder
  • Frey
  • Freya
  • Frigga
  • Heimdall
  • Hel
  • Loki
  • Odin
  • Sif
  • Thor
  • Tyr
OERTH MYTHOS
  • Annam WIP (Mythic stage 3, CR 39) by @pitofdespairx_x (edits by Dave2008)
  • Blibdoolpoolp
  • Corellon Larethian
  • Garl Gliterbold
  • Gruumsh
  • Hruggek
  • Iuz
  • Kord
  • Kurtulmak
  • Laogzed
  • Maglubiyet
  • Moradin
  • Pelor
  • Sekolah
  • Semuanya
  • Tharizdun
  • Vaprak
  • Vecna
  • Yondalla
THEROS MYTHOS
  • Heliod (Mythic, CR 30) by Ash Mantle
 
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dave2008

Legend
Chapter 6: Elemental Lords
1612871723159.png

ARCHOMENTALS
  • Archomental Traits
  • Cryonax
  • Imix
  • Ogremoch
  • Olyhydra
  • Yan-C-Bin
PRIMORDIALS
  • Primordial Traits
  • Ahat-Hir - WIP (Mythic stage 5, CR 50)
  • Balcoth
  • Dendar
  • Lady of Pain
  • Lakkar
  • Maegera
  • Mual-Tar
  • Piranoth
  • Primus
  • Solkara
  • Timesus
 
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dave2008

Legend
Chapter 7: Exalted Constructs
1612871717213.png

  • Exalted Construct Traits(?)
  • Baak
  • Colossus, God-forged
  • Colossus, Iron
  • Umbral Blot
 
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dave2008

Legend
Chapter 8: Exalted Monstrosities
1612871709577.png

  • Devastation Beetle
  • Devastation Centipede
  • Devastation Scorpion
  • Devastation Spider
  • Devastation Swarm
  • Draeden - Greater
  • Draeden - Lesser
  • Gigantes
  • Hecatoncheires
  • Protean - Astral
  • Protean - Giant
  • Repeater
 
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dave2008

Legend
ALTRALOTH TRAITS (WIP)
1604298830868.png

Altraloths come in three broad categories: Marshals (CR 20-25), Commanders (CR 26-30), and Generals (CR 31+). Though each altraloth is a unique entity, they generally all have the abilities and traits in the list below for these categories. These abilities and traits are assumed to be a part of the altraloth's stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks
1604298971322.png

Damage Resistances
  • Marshals: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical damage
  • Commanders: cold, fire, lightning; uncommon or lesser magic and nonmagical items
  • Generals: cold, fire, lightning; rare or lesser magic and nonmagical items
Damage Immunities
  • Marshals & Commanders: acid, poison; nonmagical items
  • Generals: acid, poison; common or lesser magical and nonmagical items
Condition Immunities
  • Marshals: charmed, frightened, poisoned
  • Commanders: charmed, frightened , petrified, poisoned
  • Generals: charmed, exhaustion, frightened, petrified, poisoned
1604298974482.png

Banishment. When an altraloth drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Gehenna's Might.
  • Marshals: The altraloth's attacks and effects targeting creatures of CR/ level 10 or below ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • Commanders: The altraloth's attacks and effects ignore the resistances and immunities of creatures CR/ level 10 and below. A greater god's attacks and effects targeting creatures of CR 11-20 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • Generals: The altraloth's attacks and effects ignore the resistances and immunities of creatures CR/ level 15 and below. The demon prince's attacks and effects targeting creatures of CR 16-25 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
Gehenna's Resistance.
  • Marshals & Commanders: The altraloth can use a reaction, take 30 hit points of damage, and one condition or effect ends for itself.
  • Generals: The altraloth can use a reaction, take 30 hit points of damage per condition or effect, and up to two conditions or effects end for itself.
Innate Spellcasting. Refer to individual entries for an altraloth’s spell casting ability, their save DC, and attack bonus. The altraloth can innately cast the following spells at minimum of level noted, requiring no material components:
  • Marshals: The altraloth casts innate spells at a minimum of 5th level.
At will: comprehend languages, detect magic, see invisibility,
3/day each: detect thoughts, dispel magic,
1/day each: arcane gate, forbiddance, symbol, teleport
  • Commanders: The altraloth casts innate spells at a minimum of 6th level.
At will:
3/day each:
1/day each:
  • Generals: The altraloth casts innate spells at a minimum of 7th level.
At will:
3/day each:
1/day each:

Limited Magic Immunity.
  • Marshals: Unless the altraloth wishes to be affected, it is immune to 1st level spells or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll.
  • Commanders: Unless the altraloth wishes to be affected, it is immune to spells of 5th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .
  • Generals: Unless the altraloth wishes to be affected, it is immune to spells of 6th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .
Magic Weapons.
  • Marshals: The altraloth's weapon attacks are considered uncommon magical items.
  • Commanders: The altraloth's weapon attacks are considered rare magical items.
  • Generals: The altraloth's weapon attacks are considered very rare magical items.
ACTIONS
Summon Fiends (1/short rest).

  • Marshals: The altraloth summons a number of yugoloths which have a total average hit point value of 500 or less, or it has a 50% chance to successfully summon half as many demons or devils. The summoned creatures appear in unoccupied spaces within 240 feet of the altraloth.
  • Commanders: The altraloth summons a number of yugoloths which have a total average hit point value of 1,000 or less, or it has a 60% chance to successfully summon half as many demons or devils. The summoned creatures appear in unoccupied spaces within 240 feet of the altraloth.
  • Generals: The altraloth summons a number of yugoloths which have a total average hit point value of 1,500 or less, or it has a 70% chance to successfully summon half as many demons or devils. The summoned creatures appear in unoccupied spaces within 240 feet of the altraloth.
 
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dave2008

Legend
ARCHDEVIL TRAITS (WIP)
1604299203119.png

Archdevils range in power from similar demigods to as might as some intermediate gods and a generally separeated into Dukes and Duchess (CR 17 - 25) and Archdukes and Archduchess (CR 26+). Though each archdevil is a unique lord of hell, they typically have the abilities and traits in the list below. The magnitude of these abilities is determined by the archdevil's CR as described below. These abilities and traits are assumed to be a part of the archdevil's stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks
1604299206399.png

Damage Resistances
  • Duke/Duchess: cold; bludgeoning, piercing, and slashing from nonmagical damage
  • Archduke/Archduchess: cold; rare or lesser magic and nonmagical items
Damage Immunities
  • Duke/Duchess: fire, poison; nonmagical items
  • Archduke/Archduchess: fire, poison; common or lesser magical and nonmagical items
Condition Immunities
  • Duke/Duchess: charmed, exhaustion, frightened, poisoned
  • Archduke/Archduchess: charmed, exhaustion, frightened, petrified, poisoned
1604299209358.png

Banishment. When an archdevil drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Devil's Sight. Magical darkness doesn't impede the archdevil's darkvision.

Infernal Might.
  • Duke/Duchess: The archdevil's attacks and effects ignore the resistances and immunities of creatures CR/ level 10 and below. The archdevil's attacks and effects targeting creatures of CR 11-15 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • Archduke/Archduchess: The archdevil's attacks and effects ignore the resistances and immunities of creatures CR/ level 15 and below. The archdevil's attacks and effects targeting creatures of CR 16-20 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
Infernal Resistance.
  • Duke/Duchess: An archdevil can use a reaction, take 30 hit points of damage, and end one condition or effect on itself immediately.
  • Archduke/Archduchess: An archdevil can use a reaction, take 30 hit points of damage per condition or effect, and end up to two conditions or effects on itself immediately.
Innate Spellcasting. Refer to individual entries for an archdevil’s spell casting ability, their save DC, and attack bonus. The archdevil can innately cast the following spells at minimum of level noted, requiring no material components:
  • Duke/Duchess: The archdevil casts innate spells at a minimum of 5th level.
At will: alter self (can become Medium when changing appearance), animate dead, charm person, command, detect magic, fly, message, suggestion
3/day each: detect thoughts, dispel magic, dominate person, fear, telekinesis
1/day each: dominate monster, forbiddance, plane shift (self only), teleport
  • Archduke/Archduchess: The archdevil casts innate spells at a minimum of 6th level.
At will: alter self (can become Medium when changing appearance), animate dead, charm person, command, detect magic, detect thoughts, dispel magic, dominate person, fear, fly, message, suggestion. telekinesis
3/day each: counterspell, dominate monster, forbiddance, nondetection, plane shift (self only), symbol, teleport
1/day each: banishment, feeblemind, mass suggestion, mindblank

Limited Magic Immunity.

  • Duke/Duchess: Unless the archdevil wishes to be affected, it is immune to 1st level spells or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll.
  • Archduke/Archduchess: Unless the archdevil wishes to be affected, it is immune to spells of 5th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .
Magic Weapons.
  • Duke/Duchess: The archdevil's weapon attacks are considered uncommon magical items.
  • Archduke/Archduchess: The archdevil's weapon attacks are considered rare magical items. items.
ACTIONS
Summon Devils (1/short rest).

  • Duke/Duchess: The archdevil summons a number of devils which have a total average hit point value of 500 or less. The devils appear in unoccupied areas within 180 feet of the archdevil.
  • Archduke/Archduchess: The archdevil summons a number of devils which have a total average hit point value of 1,000 or less. The devils appear in unoccupied areas within 240 feet of the archdevil.
 
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dave2008

Legend
DEMON NOBLE TRAITS (WIP)
1604300163808.png

Demon Nobles come in three broad categories: Vassals (CR 20-25), Lords (CR 26-30), and Princes (CR 31+). Though each demon lord is a unique entity, they generally all have the abilities and traits in the list below for these categories. These abilities and traits are assumed to be a part of the demon lord's stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks
1604300166863.png

Damage Resistances
  • Vassals: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical damage
  • Lords: cold, fire, lightning; uncommon or lesser magic and nonmagical items
  • Princes: cold, fire, lightning; rare or lesser magic and nonmagical items
Damage Immunities
  • Vassals & Lords: poison; nonmagical items
  • Princes: poison; common or lesser magical and nonmagical items
Condition Immunities
  • Vassals: charmed, frightened, poisoned
  • Lords: charmed, exhaustion, frightened , poisoned
  • Princes: charmed, exhaustion, frightened, petrified, poisoned
1604300171160.png

Abyssal Might.
  • Vassals: The demon lords's attacks and effects ignore the resistances and immunities of creatures CR/ level 10 and below. A demon lord's attacks and effects targeting creatures of CR 11-15 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • Lords: The demon lord's attacks and effects ignore the resistances and immunities of creatures CR/ level 15 and below. A greater god's attacks and effects targeting creatures of CR 16-20 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • Princes: The demon lord's attacks and effects ignore the resistances and immunities of creatures CR/ level 20 and below. The demon prince's attacks and effects targeting creatures of CR 21-25 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
Abyssal Resistance.
  • Vassals & Lords: A demon lord can use a reaction, take 30 hit points of damage, and end one condition or effect on itself immediately.
  • Princes: A demon lord can use a reaction, take 30 hit points of damage per condition or effect, and end up to two conditions or effects on itself immediately.
Banishment. When a demon lord drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting. Refer to individual entries for an demon lord’s spell casting ability, their save DC, and attack bonus. The demon lord can innately cast the following spells at minimum of level noted, requiring no material components:
  • Vassals: The demon lord casts innate spells at a minimum of 5th level.
At will: darkness, detect magic, see invisibility,
3/day each: dispel magic, fear, telekinesis
1/day each: bane, symbol (insanity or pain), teleport
  • Lords: The demon lord casts innate spells at a minimum of 6th level.
At will: comprehend languages, darkness, detect magic, dispel magic, fear, telekinesis
3/day each: bane, forbiddance, symbol (insanity or pain), teleport
1/day each: elemental bane, plane shift (self only), teleport

  • Princes: The demon lord casts innate spells at a minimum of 7th level.
At will: bane, comprehend languages, darkness, detect magic, detect thoughts, dispel magic, fear, telekinesis
3/day each: elemental bane, forbiddance, plane shift (self only), symbol
1/day each: gate, mind blank, power word pain, power word kill


Limited Magic Immunity.

  • Vassals: Unless the demon lord wishes to be affected, it is immune to 1st level spells or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll.
  • Lords: Unless the demon lord wishes to be affected, it is immune to spells of 5th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .
  • Princes: Unless the demon lord wishes to be affected, it is immune to spells of 6th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .

Magic Weapons.
  • Vassals: The demon lord's weapon attacks are considered rare magical items.
  • Lords: The demon lord's weapon attacks are considered very rare magical items.
  • Princes: The demon lord's weapon attacks are considered legendary magical items.
ACTIONS
Summon Demons (1/short rest).

  • Vassals: The demon lord summons a number of demons with a total average hit point value of 500 or less which appear in unoccupied spaces within 120 feet of it.
  • Lords: The demon lord summons a number of demons with a total average hit point value of 1.000 or less which appear in unoccupied spaces within 180 feet of it.
  • Princes: The demon lord summons a number of demons with a total average hit point value of 1,500 or less which appear in unoccupied spaces within 240 feet of it.
 
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dave2008

Legend
GREATER DEITY TRAITS (WIP)
1604301587355.png

Greater Gods generally have all of the abilities and traits in the list below. These abilities and traits are assumed to be a part of their stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.
1604301596319.png

Damage Resistances very rare or lesser magic items
Damage Immunities uncommon or lesser magic items
Condition Immunities charmed, deafened, exhaustion, frightened, petrified, poisoned,
1604301599675.png

Discorporation. When a greater god drops to 0 hit points and its mythic trait doesn't activate, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Divine Being. A greater god can't be surprised and can't be changed into another from against its will. Additionally, a greater god does not age or require air, food, drink, or sleep.

Divine Might. A greater god's attacks and effects ignore the resistances and immunities of creatures CR 20 / level 20 and below. A greater god's attacks and effects targeting creatures of CR 21-30 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity). Additionally, the god is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 15 hit points of damage, in which case it takes damage as normal.

Divine Reflexes. If a greater god succeeds on a saving throw against an area of effect, it may spend its reaction and move outside the area, suffering no damage, conditions, etc. from the effect. The god must have enough speed available to get outside the area of effect. It may also spend legendary move actions in addition to the reaction to gain the distance required to move outside the area of effect.

Innate Spellcasting. Refer to individual entries for a greater god’s spell casting ability, their save DC, and attack bonus. Greater gods can innately cast the following spells at 9th level or higher, requiring no components:

At will: comprehend languages, contact outer plane, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending, shield, shield of faith, telekinesis, teleport
3/day each: arcane gate, creation, divine word, etherealness, fordiddance, (un)holy aura, mordenkainen's private sanctum, resurrection, symbol, telepathy
1/day each: astral projection, gate, mass heal (1000 hit points), true resurrection, wish

Limited Magic Immunity
. Unless a greater god wishes to be affected, it is immune to spells of 7th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .

Magic Weapons. A greater god’s attacks are treated as legendary magic items.

Regeneration. Greater gods regain 50 hit points at the start of their turn.

Unstoppable. A greater god can use a reaction at the end of its turn to remove up to three conditions or effects it is suffering. Alternately, the god can use a reaction, take 30 hit points of damage per condition or effect (maximum of three), and end the condition or effect immediately.
 
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dave2008

Legend
INTERMEDIATE DEITY TRAITS (WIP)
1604301757077.png

Intermediate Gods generally have all of the abilities and traits in the list below. These abilities and traits are assumed to be a part of their stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.
1604301758330.png

Damage Resistances rare or lesser magic items
Damage Immunities common or lesser magic items
Condition Immunities charmed, exhaustion, frightened, petrified,
1604301759601.png

Discorporation. When an intermediate god drops to 0 hit points and its mythic trait doesn't activate, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Divine Being. An intermediate god can't be surprised and can't be changed into another from against its will. Additionally, an intermediate god does not age or require air, food, drink, or sleep.

Divine Might. An intermediate's attacks and effects ignore the resistances and immunities of creatures CR/ level 15 and below. An intermediate's attacks and effects targeting creatures of CR/ level 16-25 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity). Additionally, the god is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 10 hit points of damage, in which case it takes damage as normal.

Innate Spellcasting. Refer to individual entries for an intermediate god’s spell casting ability, their save DC, and attack bonus. Greater gods can innately cast the following spells at 8th level or higher, requiring no components:

At will: comprehend languages, contact outer plane, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending, shield, shield of faith, telekinesis, teleport
3/day each: arcane gate, creation, divine word, etherealness, fordiddance, (un)holy aura, mordenkainen's private sanctum, resurrection, symbol, telepathy
1/day each: astral projection, gate, true resurrection, wish

Limited Magic Immunity
. Unless an intermediate god wishes to be affected, it is immune to spells of 6th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .

Magic Weapons. An intermediate god’s attacks are treated as very rare magic items.

Regeneration. Intermediate gods regain 40 hit points at the start of their turn.

Unstoppable. An intermediate god can use a reaction at the end of its turn to remove up to two conditions or effects it is suffering. Alternately, the god can use a reaction, take 30 hit points of damage per condition or effect (maximum of three), and end the condition or effect immediately.
 
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dave2008

Legend
LESSER DEITY TRAITS (WIP)
1604301892104.png

Lesser Gods generally all have the abilities and traits in the list below. These abilities and traits are assumed to be a part of the following stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.
1604301887681.png

Damage Resistances uncommon or lesser magic items
Damage Immunities nonmagical items
Condition Immunities charmed, petrified, exhaustion
1604301888998.png

Discorporation. When a lesser god drops to 0 hit points and its mythic trait doesn't activate, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Divine Being. A lesser god can't be surprised and can't be changed into another from against its will. Additionally, a lesser god does not age or require air, food, drink, or sleep.

Divine Might. A lesser god's attacks and effects ignore the resistances and immunities of creatures CR/ level 10 and below. An lesser god's attacks and effects targeting creatures of CR/ level 11-20 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity). Additionally, the god is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 5 hit points of damage, in which case it takes damage as normal.

Innate Spellcasting. Refer to individual entries for a lesser god’s spell casting ability, their save DC, and attack bonus. Lesser gods can innately cast the following spells at 7th level or higher, requiring no material components:

At will: comprehend languages, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending, shield, telekinesis
3/day each: arcane gate, creation, divine word, etherealness, fordiddance, (un)holy aura, symbol, telepathy, teleport
1/day each: astral projection, gate, wish

Limited Magic Immunity.
Unless an lesser god wishes to be affected, it is immune to spells of 5th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .

Magic Weapons. A lesser god’s weapon attacks are treated as rare magic items.

Regeneration. lesser gods regain 30 hit points at the start of their turn.

Unstoppable. A lesser god can use a reaction at the end of its turn to remove one conditions or effect it is suffering. Alternately, the god can use a reaction, take 30 hit points of damage, and end the condition or effect immediately.
 
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dave2008

Legend
PRIOMORDIAL TRAITS (WIP)
1604302416518.png

Primordials are titans of vast size that cannot be described by the typical size categories and stat block. Because of this, mechanically they are described by breaking them in to various parts with a stat block for each part. Each part has its own CR and is treated as unique creature, as described below in colossal parts, and the individual parts range in power from lesser gods, to greater gods and beyond. The CR value listed in the heading for each primordial is the average CR value of all the primordial's parts. However, the XP listed in the general stat block for each primordial is the total XP of all parts and this should be used for encounter building.

Though each primordial is a unique entity of elemental chaos, generally they all have the abilities and traits in the list below. The magnitude of these abilities is determined by the primordial's CR as described below. These abilities and traits are assumed to be a part of the primordial's stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.
1604302429813.png

Damage Resistances
  • CR 31-35: bludgeoning, piercing, and slashing from uncommon & lesser magical items
  • CR 36-40: bludgeoning, piercing, and slashing from very rare & lesser magical items
  • CR 41+: bludgeoning, piercing, and slashing from legendary & lesser magical items
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities
  • CR 31-35: charmed, exhaustion, frightened
  • CR 36-40: charmed, exhaustion, frightened, petrified, poisoned
  • CR 41+: charmed, exhaustion, frightened, petrified, poisoned, stunned
1604302432976.png

Damage Threshold. A primordial is immune to all damage, except psychic, unless the attack or effect inflicts more damage than its damage threshold. If an attack exceed the primordials damage threshold, of damage, it takes damage as normal from that attack. Unless noted otherwise in the stats, a primordials threshold is based on its CR:
  • CR 31-35: 10 hit points
  • CR 36-40: 15 hit points
  • CR 41-45: 20 hit points.
  • CR 46+: 25 hit points.
Innate Spellcasting. Refer to individual entries for a primodrial’s spell casting ability, their save DC, and attack bonus. Primordials can innately cast the following spells at 7th level or higher, requiring no material components:

At will:
3/day each:
1/day each:

Limited Magic Immunity. A primordial has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. Additionally, unless a primordial wishes to be affected, it is immune to spells and similar magic of a certain level as determined by there CR:
  • CR 31-35: immune to spells of 6th level or lower.
  • CR 36-40: immune to spells of 7th level or lower.
  • CR 41-45: immune to spells of 8th level or lower.
  • CR 45+: immune to spells of 9th level or lower.
Magic Weapons. A primordial’s weapon attacks are considered magical depending on their CR:
  • CR 31-35: weapon attacks are treated as legendary magic items.
  • CR 36-40: weapon attacks are treated as legendary magic items.
  • CR 41+: weapon attacks are treated as artifacts.

Primordial Might. A primordial's attacks and effects ignore the resistances and immunities of creatures as determined by the primordial's CR:
  • CR 31-35: The primordial's attacks and effects ignore the resistances and immunities of creatures CR/ level 15 and below. A greater god's attacks and effects targeting creatures of CR 16-25 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • CR 36-40: The primordial's attacks and effects ignore the resistances and immunities of creatures CR/ level 20 and below. A greater god's attacks and effects targeting creatures of CR 21-30 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • CR 41+: The primordial's attacks and effects ignore the resistances and immunities of creatures CR/ level 25 and below. A greater god's attacks and effects targeting creatures of CR 26-35 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
Primordial Slumber. When a specific number of parts (see specific stat block) are disabled at the same time, a primordial is banished and its essence returns it is elemental domain and slumbers for a time.

Regeneration. If a primordial part starts its turn with at least 1 hit point, it regains a number hit points based on its CR:
  • CR 31-35: regains 40 hit points
  • CR 36-40: regains 40 hit points
  • CR 41+: regains 50 hit points
Siege Monster. A primordial deals double damage to objects and structures.

Titanic. Primordial’s size exceeds the normal definition of gargantuan, they control a space ranging from 100’ x 100’ to more than a 1000’ x 1000’. Additionally, primordial melee attacks are often so large that they affect more than just the target of the attack. Therefore, a radius of collateral damage provided,** Targets within the collateral damage area are also hit if the attack roll for the target would hit them. Additionally, primordial attacks are typically so massive that they also cause damage on miss to their target and any targets in the collateral damage area. A target that is missed on an attack may use its reaction and use its remaining speed to get outside the area of collateral damage. If the target can get outside the area of collateral damage, it takes no damage on a miss. The size of the primordial and rules governing its space and attacks will be provided in the individual stat block.

*Because of a primordial's massive size, their melee attacks are easily telegraphed. When calculating a primordial's melee attack bonus or save DC, add their Strength and Dexterity scores together, subtract 20 and divide that number by two to get the attack bonus or DC modifier.

** Targets in the collateral damage area are not considered when calculating DPR of an attack.

Titanic Parts.
Primordial’s enormous forms are treated as multiple parts, each with their own abbreviated stat block. Each part acts on its own initiative and has its own AC, HP, CR, actions (standard, bonus, and reaction), and traits; in addition to the traits listed for the primordial in general. However, primordials one have one speed and each primordial part can use a portion or all of the speed on its turn. Once the speed is used up, no more parts can use a move action until the next turn their is speed available to use. When a primordial part is reduced to 0 hit points it is considered disabled, refer to each part’s traits to determine the effect of disabling each part. If a specific number of parts are disabled, see individual stat block, a primordial is forced into its Primordial Slumber.

Unstoppable. A primordial part can use a reaction at the end of its turn to remove up to three conditions or effects it is suffering. Alternately, the primordial can use a reaction, take 30 hit points of damage per condition or effect (maximum of three), and end the condition or effect immediately.
 
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