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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
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 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.

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

Legend
Chapter 8: Exalted Monstrosities
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  • 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)
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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
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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
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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)
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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
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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)
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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
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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
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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)
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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.
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Damage Resistances very rare or lesser magic items
Damage Immunities uncommon or lesser magic items
Condition Immunities charmed, deafened, exhaustion, frightened, petrified, poisoned,
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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)
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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,
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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)
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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.
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Damage Resistances uncommon or lesser magic items
Damage Immunities nonmagical items
Condition Immunities charmed, petrified, exhaustion
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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)
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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.
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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
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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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