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

dave2008

Legend
UVUUDAUM TRAITS (WIP)
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Uvuudaum are aberrations of immense power. These Elder Gods of the Far Realm are as varied as they are grotesque; however, they do posses some basic abilities and traits that are common to their kind. Uvuudaum generally have the abilities and traits in the list below. These abilities and traits are assumed to be part of the Uvuudaum’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 bludgeoning, piercing, and slashing from very rare & lesser magical items
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities exhaustion, frightened
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Banishment. When an Uvuudaum 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.

Colossal. An Uvuudaum commands more area than the typical gargantuan creature. The exact space is defined in the individual stat block. In addition, any creature 1/4 the Uvuudaum's size can enter its space and must do so to be able to attack the Uvuudaum with melee attacks with a reach of 10 feet or less. An Uvuudaum's melee attacks can cover a vast area, which requires targets adjacent to a primary target that is Large or smaller to make a Dexterity saving throw or take equal damage. The DC for this collateral attack is listed in the individual stat block. The Uvuudaum has advantage on Strength (Athletics) checks versus Huge or smaller creatures.

Innate Spellcasting. Refer to individual entries for an Uvuudaum's spell casting ability, their save DC, and attack bonus. An Uvuudaum can innately cast the following spells at 9th level or higher, requiring no components. In addition, all spell ranges, except touch and self spells, are tripled:

At will: arms of hadar, counterspell, detect magic, detect thoughts, dispel magic, eldritch blast (8 beams), scrying, sending, telekinesis, teleport
3/day each: arcane gate, antimagic field, etherealness, mass suggestion, plane shift, reverse gravity, symbol, telepathy
1/day each: feeblemind, gate, timestop, weird, wish

Limited Magic Immunity.
A Uvuudaum 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 Uvuudaum wishes to be affected, it is immune to spells and similar magic of 6th level or lower.

Magic Weapons. An Uvuudaum’s weapon attacks are treated as legendary magic items.

Old Ones.
An Uvuudaum's attacks and effects ignore the resistances and immunities of creatures CR 20 and below. An EUvuudaum'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).

Elder Evil (Replaces Old Ones). An Uvuudaum's attacks and effects ignore the resistances and immunities of creatures CR 30 and below. An Uvuudaum's attacks and effects targeting creatures of CR 31-35 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).

Regeneration. An Uvuudaum regains 40 hit points at the start of its turn.

Siege Monster. The Uvuudaum deals double damage to objects and structures.

Unstoppable. ...

Warp Reality. An Uvuudaum emanates an aura that warps space and time. Refer to the individual stat block for the size of this aura. Ranged attacks and spells cast outside the aura cannot target or have any effect on creatures within the aura, unless the Eldritch Titan wishes it. In addition, ranged attacks (weapon and spell) inside the aura have disadvantage.

ACTIONS
Maddening Presence. An Uvuudaum emanates an aura of maddness. Refer to the individual stat block for the size of this aura, and the save DC is equal to the Uvuudaum's Innate Spellcasting save DC. Creatures in the aura of the Uvuudaum's choice must succeed on a Wisdom saving throw or become afflicted with short-term madness (DMG pg. 259). If a creature afflicted with short-term madness fails its saving throw, it becomes afflicted with long-term madness. If a creature afflicted with long-term madness fails its saving throw, it becomes afflicted with indefinite madness. If a creature afflicted with indefinite madness fails its saving throw, it dies. If a creature's saving throw is successful, or the effect ends for it, the creature is immune to the Uvuudaum's Maddening Presence for the next 24 hours.
 
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dave2008

Legend
DEMIGOD / QUASI-GOD TRAITS (WIP)
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Demigods and quasi-gods have a great variety of traits. However, they minimally typically 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 bludgeoning, piercing, and slashing from nonmagical damage.
Condition Immunities exhaustion
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Discorporation. When an intermediate god 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.

Divine Might. A demigod'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).

Innate Spellcasting. Refer to individual entries for a lesser god’s spell casting ability, their save DC, and attack bonus. A demigod can innately cast the following spells requiring no material components:

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

Limited Magic Immunity.
Unless an demigod 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. .

Magic Weapons. A demigod’s weapon attacks are considered magical.

Regeneration. A demigod regain 15 hit points at the start of its turn if it has at least 1 hit point.

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

Legend
Annam, the All-Father (WIP)
Annam is the chief giant deity and creator of the giant race, known also as the Prime, the Progenitor of Worlds, the Great Creator, and the Creator-By-Thought.

Annam appears as a giant of massive size, standing at least 100 feet (30 meters) tall if not taller. He has white hair and a large full beard, and was clad in robes of midnight blue.

Divine Realm
Annam's divine realm is Gudheim, a crystal palace at the center of Jotunheim, a realm in the first layer of the plane of Ysgard. The palace included an orrery crafted by his grandsons (the fire giant sons of Masud) in honor of his actions during the war with the dragons. It had an endlessly spinning model of all the planes, stars, and planets. Many of the other members of the Ordning regularly spent time in Gudheim, and pious giant priests were said to be invited to dine with them shortly before death. Stronmaus primarily dwelt in a cloud palace connected to Gudheim. The plains of Jotunheim surrounded the palace and the spirits of heroic mortal giants guarded the realm.

Annam is more powerful when he is in his divine realm. While in Gudheim, Annam is considered CR 40 (405,000 XP / 2,025,000 XP) and he gains the following attributes:
  • He has advantage on attack rolls.
  • His regeneration increases to 60 hit points regained.
  • He can use realm actions,
  • He gains another mythic stage. He can use any of his legendary and mythic actions in this stage.
Realm Actions
While he is in Gudheim, Annam can take one of the following realm actions on initiative count 20 (losing initiative ties):
  • Annam instantly knows the locations and health of all other creatures in Gudheim. She knows how much damage each of these creatures has taken and what conditions or other effects that are affecting them currently. Creatures of level or CR 25 and greater can make a DC 26 Wisdom saving throw to avoid being detected by Annam. On a successful save, Annam does not know the creature's location or health.
  • Annam teleports to any location of his choice within Gudheim.
  • Annam telepathically communicates with any number of creatures at once, provided they’re all in the Gudheim.
  • Annam uses his summon giants action and his ability to use the action immediately recharges. He can use this realm action once per mythic stage.
Relationships

Annam has mixed relationships with his children, favoring Stronmaus, Hiatea, and Iallanis and despairing over Grolantor, Karontor, Memnor, and the ever-competing Surtr and Thrym. Though Surtr did have his father's favor due to his skillful crafting of weapons and arms. His relationship with Skoraeus Stonebones is less well known due to his son's reclusive nature. Diancastra is also favored child, as he found her wit amused him and lifted his depressions as little else did. Due to his isolation and high opinion of himself, he does not interact with other gods often.

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Annam
Gargantuan giant (greater god), neutral

AC 28 (natural armor)
Hit Points 1200 (40d20 + 400)
Speed 300 ft., climb 200 ft, swim 200 ft.

STRDEXCONINTWISCHA
39 (+14)24 (+12)30 (+10)26 (+8)28 (+9)30 (+10)

Savings Throws Str +25, Dex +23, Con +21, Int +19, Wis +20, Cha +21
Skills Arcana +30, Athletics +25, History +19, Insight +20, Intimidation +21, Religion +19
Damage Resistances force; refer to greater god traits
Damage Immunities necrotic, psychic; refer to greater god traits
Condition Immunities paralyzed, restrained; refer to greater god traits
Senses blindsight 800 ft., darkvision 2000 ft., tremorsense 1000 ft., truesight 500 ft., passive Perception 19
Languages All, telepathy 1000 ft.
Challenge 39 (375,000 XP)


All-Fathers Might (Mythic Trait, 3/ Short or Long Rest). If Annam is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, all conditions and effects he is suffering end for him, he regains 1,000 hit points, and all of his abilities recharge.

Colossal. Annam is 100 feet tall and his space is 75 feet by 75 feet. Any Huge or smaller creature can enter his space and must do so to hit him with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Annam’s melee attacks must make a DC 32 Dexterity saving throw or take the same damage as the initial target. Annam has advantage on saving throws against being pushed or knocked prone, unless the creature has the colossal trait or the spell in question is 12th level or similar powerful magic.

Greater Deity. Annam has the following greater god traits:
Discorporation, Divine Being, Divine Might, Divine Reflexes, Limited Magic Immunity, Magic Weapons, Regeneration, Unstoppable.

Magic Weapons. Refer to greater god traits. In addition, he wields the artifact Wyrmhammer, a colossal epic warhammer. Wyrmhammer instantly returns to Annam's hand if he wills it (no action).

Innate Spellcasting. Refer to greater god traits. In addition, Annam's spellcasting ability is Charisma (Save DC 29, +21 to hit with attack spells). He can innately cast, at will, any spell a giant can cast. Additionally, Annam can also cast the following spells:

3/Day: storm of vengeance, control weather, earthquake (2000 feet)
2/Day: form of the gods, circle of devestation, pyroclasm, cloud kill (12th level)

Tornado. Annam can use a bonus action create a massive whirlwind of air in a 200-foot radius around him. Targets in the area must make a DC 30 Strength saving throw or be pushed 200 feet. If a pushed target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was pushed. If the target is pushed at another creature, that creature must succeed on a DC 30 Dexterity saving throw or take the same damage and be knocked prone.

ACTIONS
Multiattack.
Annam uses War Cry and then makes a melee attack.

Slam. Melee Weapon Attack: +25 to hit, reach 75 ft., one target. Hit: 114 (40d4 + 14) bludgeoning damage and the target must make a DC 32 Strength saving throw be knocked prone or pushed 10 feet for each point it fails the save by or grappled, Annam's choice. A Large or smaller creature grappled this way is also restrained.

Wyrmhammer. Melee Weapon Attack: +25 to hit, reach 100 ft. or ranged 800/1600 ft., one target. Hit: 194 (40d8 + 14) bludgeoning damage and the target must make a DC 32 Strength saving throw be knocked prone or pushed 10 feet for each point it fails the save by, Annam's choice.

Stomp. Annam stomps one of his feet at a point on the ground within 20 feet of him. Any creature in a 10-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 33 Dexterity saving throw or take 114 (40d4 + 14) bludgeoning damage and fall prone. Until Annam uses his Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 33 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Boulder. Ranged Weapon Attack: +25 to hit, range 1,000/3000 ft., one target. Hit: 154 (40d6 + 14) bludgeoning damage and if the target is Large or smaller, each creature adjacent to the target must make a DC 32 saving throw or take the same damage.

All-Father Assault (Recharge 5-6). Annam selects a point he can see within 1,000 feet of him and calls upon the power of his giant children to smite his foes. Each creature of his choice within a 100-foot radius and 400-foot tall pillar centered on that point must make a DC 29 Dexterity saving throw, taking 36 (8d8) bludgeoning damage, plus 36 (8d8) cold damage, plus 36 (8d8) fire damage, plus 36 (8d8) force damage, plus 36 (8d8) lightning damage, and 36 (8d8) thunder damage on a failed save, or half as much damage on a successful one.

War Cry. Annam bellows a might battle cry. Each creature of the Annam's choice that is within 1,000 feet of him and can hear him must succeed on a DC 20 Wisdom saving throw or be stunned until the start of Anam's next turn and freightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Annam's War Cry for the next 24 hours.

Change Shape. Annam magically polymorphs into any true giant species or back into his true form. His statistics, apart from size and special abilities, are the same in each form. If Annam dies, he reverts to its true form.

Summon Giants (1/Short Rest). Annam summons giants whose combined average hit points don’t exceed 1000. The giants appear in unoccupied spaces within 1000 feet of Annam.

REACTIONS
Parry.
Annam adds 5 to his AC against one attack that would hit him. To do so, he must see the attacker and be wielding a weapon or shield.

LEGENDARY ACTIONS
Annam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Annam can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

Move. Annam moves up to half his speed and he doesn't provoke opportunity attacks from Large or smaller creatures.
Regenerate. Annam regenerates 30 hit points.
Quick Casting. Annam cast in at will spell.
Attack (Costs 2 Actions). Annam makes a slam, stomp, or warhammer attack.
Throw (Costs 3 actions). Annam makes a boulder attack.

MYTHIC ACTIONS
If Annam’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using All-Fathers Might. If the mythic trait is only available at specific mythic stage, it is available at the stage listed and each subsequent stage.

Sweeping Attack (Recharge 4-6). Annam swings his warhammer in a 100-foot cone and makes a warhammer attack against each creature in the cone.
Spell Casting (Costs 2 Actions). Annam casts a spell.
Brutal Strike (Stage 2, Cost 3 Actions). The next time Annam makes a warhammer or stomp attack, if that attack hits it is considered a critical hit.
Fling (Stage 3, Cost 2 Actions). One Large or smaller object held or creature grappled by the Annam is thrown up to 400 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 32 Dexterity saving throw or take the same damage and be knocked prone.
Thunderous Stomp (Stage 3, Cost 3 Actions, Recharge 5-6). Annam makes a stomp attack. Additionally, Annam creates a 200-foot radius shock wave centered on the stomp. The area becomes difficult terrain and all creatures in the are must make a DC 33 Dexterity or be pushed 10 feet for each point it failed the save and knocked prone. A creature takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown.

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

Read or paraphrase the following text when Annam uses her All-Fathers Might trait:

Future descriptive text goes here

Fighting Annam as a mythic encounter is equivalent to taking on four CR 39 creatures in one encounter. Award a party 1,500,000 XP for defeating Annam after she uses All-Fathers Might.
 
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dave2008

Legend
Auril, the Frostmaiden (WIP)
Auril, also known as The Cold Goddess, The Frostmaiden, Icedawn, the Goddess of Winter, and the Frost Sprite Queen, is a fickle, vain, and evil deity, who is primarily venerated out of fear.

Divine Realm
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Auril divine realm is called Winter's Hall and is locaetd in Pandesmos, the topmost layer of Pandemonium. The Norse god Loki also sometimes resides in Winter's Hall, for whenever he fell out of grace with the other Aesir and needs a place to hide away.

Auril is more powerful when she is in her divine realm. While in Winter's Hall, Auril is considered CR 30 (155,000 XP / 465,000XP) and she gains the following attributes:
  • She has advantage on attack rolls.
  • Her regeneration increases to 40 hit points regained.
  • She can use realm actions,
  • She gains another mythic stage and she can choose any of her forms in this second mythic stage.
Realm Actions
While she’s in Winter's Hall, Auril can take one of the following realm actions on initiative count 20 (losing initiative ties):
  • Auril instantly knows the locations and health of all other creatures in Winter's Hall. She knows how much damage each of these creatures has taken and what conditions or other effects that are affecting them currently. Creatures of lvl or CR 21 and greater can make a DC 26 Wisdom saving throw to avoid being detected by Auril. On a successful save, Auril does not know the creature's location or health.
  • Auril teleports to any location of her choice within Winter's Hall.
  • Auril telepathically communicates with any number of creatures at once, provided they’re all on the Winter's Hall.
  • Auril conjures a cold mist the covers a 1 mile radius area originating from any point within Winter's Hall of Auril's choice. The area within the mist is lightly obscured and creatures in the mist without the ice walk treat it as difficult terrain. This effect lasts until Auril leaves Winter's Hall or uses a different lair action.
Relationships
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Following the Spellplague, Auril gained significant power by siphoning the faiths of Ulutiu, Aerdie Faenya, and Gruumsh/Talos into her own. In addition to her classic portfolio of cold and winter, the Frostmaiden claimed dominion over wind and storms, bringing her into direct conflict with the ancient primordial power Akadi.

In earlier centuries, Auril was a member of the Deities of Fury, along with Malar, Umberlee, and Talos. Originally, Umberlee and Auril cooperated with some degree of confidence, while Malar and Auril despised each other. However, eventually Umberlee began to resent the rigid nature of Frostmaiden and she conspired with Malar and Talos to cast Auril out of their alliance.

At one stage, Auril was in a relationship with Thrym, God of the frost giants. During that time she became the mother to the Empyrean daughter Nalkara.

Three Forms of Cold.
When Auril appears in the mortal realm she takes on three different forms. She always appears in the same forms, and always in the same order.

First Form. In her first form, Auril appears as a hunched, 12-foot-tall cloven hoofed biped covered in grayish-white fur and feathers. Her head resembles that of a snowy owl adorned with a pair of curved goat horns and her arms end in viscous black talons. She wears a cloak and cowl made of pristine white snow that can transform into a pair of owl’s wings when Auril sees fit.

Second Form. Auril’s second form is that of a 20-foot-tall woman made entirely of ice and frost. Her eyes glow pale blue and she is veiled in a thin cloak of mist. Shards of shape ice grow out of her body at odd angles and her body crackles when she moves.

Third Form. Auril’s third form is a 6-foot-diameter multifaceted ice diamond with a sharp point at the bottom. When in this form she hovers in the air, radiating intense cold all around it.

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Auril
Large elemental (lesser deity), neutral evil
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Armor Class 25 (natural armor)
Hit Points 540 (30d10 + 240)
Speed 40 ft./50 ft. (second form), fly 120 ft. / 60 ft. (hover, in third form only)
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STRDEXCONINTWISCHA
25 (+7)26 (+8)27 (+8)24 (+7)26 (+8)28 (+9)
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Savings Throws Str +15, Dex +16, Con +16, Int +15, Wis +16, Cha +17
Skills Deception +17, Insight +16, Intimidation +17, Perception +24
Damage Resistances refer to lesser god traits
Damage Immunities Cold, Poison; refer to lesser god traits
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Darkvision 240 ft., Truesight 240 ft., Passive Perception 34
Languages All, Telepathy 1 mile.
Challenge 28 (120,000 XP)
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Second Form, Frostmaiden. When Auril first drops to 270 hit points, her body turns to slush and melts away. Auril instantly reappears in her second form in an unoccupied space within 120 feet of where her first form disappeared, her size becomes Huge and she gains 60 temporary hit points. She can now use her second form's actions.

Third Form, Winter's Tear (Mythic Trait, 1/ Short or Long Rest). When Auril is reduced to 0 hit points, and does not discorporate, she doesn’t die or fall unconscious. Instead, all conditions and effects she is suffering end for her, she regains 600 hit points, all of her abilities recharge and she can only use her third form and mythic actions.

Blizzard Veil (Third Form Only). Auril uses a bonus action to create a magical blizzard in a 60-foot-radius sphere centered on herself. The area within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points or she chooses to end the effect (no action required).

Diamond Hardness (Third Form Only). In her third form, Auril is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 10 hit points of damage, in which case she takes damage as normal.

Frigid Aura. So long as Auril has at least 1 hit point, each creature within 30 feet of her takes 20 cold damage at the start of each of her turns. When Auril is in her third form, the range of her aura increases to 120 feet and the damage increase to 30 cold damage.

Ice Walk. Auril can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment.

Innate Spellcasting. Refer to lesser god traits. Additionally, Auril’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She can innately cast the following spells, requiring no components:

At will: bestow curse, chromatic orb (8d8 cold damage), fog cloud, misty step, sleet storm
3/day each: control weather, ice storm, otiluke's freezing sphere
1/day each: imprisonment, storm of vengeance (cold damage instead of acid)


Lesser Deity. Auril has the following lesser god traits:
Discorporation, Divine Being, Divine Might, Limited Magic Immunity, Magic Weapons, Regeneration, Unstoppable.

ACTIONS
Multiattack. Auril makes two attacks: any combination of ice dart, ice morningstar, orb of cold, polar ray, or talon attacks depending on her form.

Talons (First or Second Form Only). Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage plus 18 (4d8) cold damage.

Orb of Cold (First or Second Form Only). Ranged Spell Attack: +17 to hit, range 180 ft., one creature. Hit: 36 (8d8) cold damage.

Touch of Frost (First or Second Form Only). Melee Spell Attack: +17 to hit, reach 10 ft., one creature. Hit: 42 (12d8) cold damage, and the target can’t take reactions until the start of its next turn.

Ice Morningstar (Second Form Only). Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 18 (4d8) cold damage.

Ice Dart (Second Form Only). Ranged Weapon Attack: +16 to hit, range 90/240 ft., one or two targets. Hit: 10 (3d4 + 3) piercing damage plus 10 (3d6) cold damage.

Cone of Cold (First or Second Form Only, Recharge 5-6). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 120-foot cone must make a DC 24 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one.

Ice Stasis (Second Form Only, Recharge 5–6). Auril magically creates a gem-sized ice crystal that hovers in a space within 10 feet of her. Auril then targets a creature she can see within 120 feet of the crystal. The target must succeed on a DC 25 Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and other effects outside the crystal, and takes 35 (10d6) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 22, 30 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.

Polar Ray (Third Form Only). Ranged Spell Attack: +17 to hit, range 240 ft., one target. Hit: 28 (8d6) cold damage.

Summon Ice Mephit (3/Short Rest). Auril summons 2d4 ice mephits (see its entry in the Monster Manual) tp unoccupied spaces within 60 feet of Auril. The mephit acts immediately after Auril in the initiative order and obeys her commands.

LEGENDARY ACTIONS
Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

Attack. Auril makes one ice dart, ice morningstar or talon attack.
Quick Casting. Auril casts an at will spell.
Teleport. Auril teleports to an unoccupied space she can see within 120 feet of her.
Ice Flurry (Second Form Only, Costs 2 Actions). Each creature within 60 feet of Auril takes 10 (4d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished.
Spellcasting (Costs 2 Actions). Auril cast as spell.
Touch of Frost (Costs 2 Actions). Auril uses Touch of Frost.
Splinter (Costs 3 Actions). Auril uses Summon Ice Mephit or causes up to four ice mephits she can see within 120 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 25 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed saving throw, and half as much damage on a successful one.

MYTHIC ACTIONS
If Auril’s mythic trait is active, she can only use the options below as legendary actions for 1 hour after using Winter's Tear.

Polar Ray. Auril uses Polar Ray.
Intensify Aura (Costs 2 Actions). All targets in Auril's Frigid Aura take 20 cold damage.
Blinding Gleam (Costs 2 Actions). Auril flares with a blue light. Each creature that can see Auril and is within 30 feet of her must succeed on a DC 25 Wisdom saving throw or be blinded for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Costs 2 Actions). Auril cast as spell.
Freezing Beam (Costs 3 Actions). Auril emits a beam of intense cold in 300-foot line that is 10 feet wide. Each creature in the Beam must make a DC 25 Dexterity saving throw. On a failed save the target takes 28 (8d6) cold damaged, is restrained and begins to turn into ice. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified (frozen) until freed by the greater restoration spell or other magic.
Splinter (Costs 3 Actions). Auril uses her splinter legendary action.

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Auril as a Mythic Encounter
Auril is a deadly fight for the most seasoned mortals. However, if she is facing epic adventurers (lvls 21+) you might wish to have Auril use her Winter's Tear mythic trait and really ramp up the threat. When this happens, Auril displays her full full divine might instead of discorporating. Auril can choose one of her mythic actions when she uses a legendary action.

Read or paraphrase the following text when Auril uses her Winter's Tear trait:

Future descriptive text goes here

Fighting Auril as a mythic encounter is equivalent to taking on two CR 28 creatures in one encounter. Award a party 240,000 XP for defeating Auril after she uses Winter's Tear.
 

dave2008

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Myth 2. ???

Myth 3. ???

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

Panzuriel’s champions typically...

Panzuriel's Favor
???

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

Panzuriel's Ideals
d6Ideal
1Devotion. My devotion to my god is more important to me than what he stands for. (Any)
2
3
4
5
6
Earning and Losing Piety
You increase your piety score to Panzuriel when you expand the god’s influence in the world in a concrete way through acts such as these:
  • ???
  • ???
  • ???
  • ???
Your piety score to Panzuriel decreases if you diminish Panzuriel’s influence in the world, contradict her ideal of gradual change, or attempt to impose artificial order through acts such as these:
  • ???
  • ???
  • ???
  • ???
Panzuriel’s Devotee
Piety 3+
As a devotee of Panzuriel, you have proven yourself a worthy representative of the god of the deep. You can cast fog cloud with this trait. Fog created in this way smells strongly of the sea. You can cast the spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.

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

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

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

---

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

LEGENDARY ACTIONS
Panzuriel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Panzuriel can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

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

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

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

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

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

Read or paraphrase the following text when Panzuriel uses her Kraken's Soul trait:

Future descriptive text goes here

Fighting Panzuriel as a mythic encounter is equivalent to taking on three CR 38 creatures in one encounter. Award a party 1,035,000 XP for defeating Panzuriel after she uses Kraken's Soul.
 

dave2008

Legend
Tiamat (WIP)
Gargantuan fiend (lesser deity), chaotic evil
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Armor Class 25 (Natural Armor)
Hit Points 615 (30d20 + 300)
Speed 60 ft., fly 240 ft.
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STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)26 (+8)26 (+8)28 (+9)
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Saving Throws STR +19, DEX +9, CON +19, WIS +17, CHA +18
Skills Arcana +17, Athletics +28, Intimidate +18, Perception +26, Religion +17
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 480 ft., Truesight 240 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Challenge 30 (155,000 XP)
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Chromatic Glory (Mythic Trait, recharges after a short or long rest). If Tiamat is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she radiate a dazzling corona of black, blue, green, red, and white light, all conditions and effects she is suffering end for her, she regains 615 hit points, all of her abilities recharge, and she can use her Wing Attack mythic action.

Colossal. Tiamat’s space is 100 feet by 100 feet. Any creature Huge or smaller can enter her space and must do so to hit her with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Tiamat’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Divine Might. Unless an attack or effect causes 10 or more hit points of damage, Tiamat is immune to the damage. Additionally, her attacks ignore all resistances of creatures CR 20 / level 20 or below.

Discorporation. When Tiamat dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.

Innate Spellcasting. Tiamat's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Tiamat can innately cast the following spells, requiring no components:

At will: alter self (can become Medium humanoid when changing her appearance), burning hands (as a 9th-level spell), confusion, detect magic, dispel evil and good, dispel magic, lightning bolt, scrying, sending, stinking cloud, suggestion, teleknesis, wall of fire , detect evil and good, fireball, invisibility(self only)
5/day each: blade barrier, counter spell, elemental bane (at 9th level), geas, shield,
3/day each: banishment, disintegrate, divine word, plane shift (self only), teleport (without error)
1/day each: gate, power word kill, time stop, wish

Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.

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

Magic Weapons. Tiamat’s weapon attacks are magical.

Multiple Heads. Tiamat can take one reaction per turn (up to five per round), rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would paralyze or petrify a creature, one of her unspent legendary actions is spent instead.

Regeneration. If Tiamat has at least 1 hit point, she regains 30 hit points at the start of her turn.

Siege Monster. Tiamat deals double damage to objects and structures.

Strafing. Tiamat can spend any of her unused movement when she makes a breath weapon. She adds her speed used to the length of the breath weapon attack when moving in this manner.

Teleport. Tiamat can use a bonus action to magically teleport up to 120 feet to an unoccupied space she can see.

ACTIONS
Multiattack.
Tiamat can use her Majestic Presence. She then makes two claw attacks or one tail attack.

Claw. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 38 (8d6 + 10) slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed 30 feet, Tiamat's choice.

Tail. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 46 (8d8 + 10) piercing damage, plus 14 (4d6) poison damage and the target is poisoned. The target can make a saving throw at the end of each of its turns, ending the condition on a success.

Majestic Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute or stunned until the end of Tiamat's next turn, Tiamat's choice for each creature affected. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Majestic Presence for the next 12 hours.

LEGENDARY ACTIONS
Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Additionally, each head can use the Teleport and Spell Casting actions. Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.

Bite. Melee Weapon Attack: +19 to hit, reach 70 ft., one target. Hit: 43 (6d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Additionally, if Tiamat wishes and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Tiamat cannot bite use a breath weapon on another target with that head until the grapple ends.
Teleport. Tiamat uses her teleport action.
Spell Casting. Tiamat cast an at will spell.
Black Dragon Head: Acid Breath (Costs 2 Actions).Tiamat breathes acid in a 320-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions).Tiamat breathes lightning in a 480-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions).Tiamat breathes poisonous gas in a 240-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 240-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 2 Actions).Tiamat breathes an icy blast in a 240-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

MYTHIC ACTIONS
If Tiamat’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Chromatic Glory.

Dragon Queen. Tiamat can use a lair action available to any chromatic dragon, even if she is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round.
Wing Attack (Cost 2 actions). Tiamat beats her wings. Each creature within 100 feet of Tiamat must succeed on a DC 27 Dexterity saving throw or take 46 (8d8 + 10) bludgeon damage and be knocked prone. Tiamat can then fly up to half her flying speed.
Chromatic Breath (Costs 5 Actions). Tiamat uses all of her breath weapons in one 320-foot line that is 50 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking damage from two or more of her breath weapons on a failed save, or half as much damage on a successful one. For each target, roll a d6 twice to determine which breathweapons affect it, re-rolling duplicates.

1 - Black Dragon Head
2 - Blue Dragon Head
3 - Green Dragon Head
4 - Blue Dragon Head
5 - Red Dragon Head
6 - The target is struck by three breathweapons. Roll twice more, rerolling any 6.

This attack recharges when each of Tiamat's heads has used its breath weapon attack at least once after Tiamat uses this action.

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Tiamat as a Mythic Encounter
Tiamat is among the most powerful creatures a group of adventurers might face. If you wish to make an encounter with the goddess truly epic, Tiamat might use her Chromatic Glory mythic trait. When this happens, she calls upon her full divine might instead of discorporating. After she has revealed her divine glory, Tiamat can choose one of her mythic actions when she uses a legendary action.

Read or paraphrase the following text when Tiamat uses her Chromatic Glory trait:

Future descriptive text goes here

Fighting Tiamat as a mythic encounter is equivalent to taking on two CR 30 creatures in one encounter. Award a party 310,000 XP for defeating Tiamat after she uses Chromatic Glory.
 

dave2008

Legend
Ahat-Hir (WIP)
Gargantuan elemental (primordial), unaligned
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Armor Class varies, refer to each colossal part
Hit Points varies, refer to each colossal part
Speed 1,000 ft., burrow 700 ft., climb 1,000 ft., fly 3,000 ft.
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STRDEXCONINTWISCHA
50 (+20)20 (+5)50 (+20)30 (+10)40 (+15)40 (+15)
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Saving Throws Str +35, Dex+20, Con+35, Int +25, Wis +30, Cha +30
Skills Arcana +25, Athletics +50, Intimidate +30, Perception +30,
Damage Resistances necrotic, psychic; refer to primordial traits
Damage Immunities fire, force, lightning, poison, radiant, thunder; bludgeoning, piercing, and slashing from very rare or lesser magical and nonmagical items
Condition Immunities paralyzed; refer to primordial traits
Senses darkvision 4 miles, tremorsense 1 mile, truesight 1 mile, Passive Perception 40
Languages Primordial, telepathy 5 miles
Challenge 50 (855,000 XP)
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Primordial. Ahat-Hir has the following primordial traits (modify as noted below):
Damage Threshold, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, . Primordial Slumber, Siege Monster, Titanic, Titanic Parts, Unstoppable

Elder of Destruction. Ahat-Hir’s attacks and effects ignore all resistances and immunities.

Elemental Stride. If Ahat-Hir is on an elemental plane or the prime plane it can use a bonus action to disengage and move 300 feet. This movement does not count against Ahat-Hir’s total speed. If Ahat-Hir enter’s a creatures space during this move (see colossal) it is pushed to an unoccupied space adjacent to Ahat-Hir.

Lord of Chaos (Mythic Trait, 5/ Short or Long Rest/ Colossal Part). If a titanic part of Ahat-Hir is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for that part, it regains all of its hit points, and all of its abilities recharge.

Primordial Slumber. Refer to primordial traits. When all of Ahat-Hir parts are disabled at the same time, it is banished.

Titanic. Refer to primordial traits. Additionally, Ahat-Hir’s space is 2,000 feet by 2,000 feet. Any creature with a space 200 feet by 200 feet or less can enter Ahat-Hir's space and must do so to hit it with an attack with a reach or range of 300 feet or less. Additionally, refer to the specific colossal part for details on the collateral damage of Ahat-Hir's attacks. Annam has advantage on saving throws against being pushed or knocked prone.

Titanic Parts. Refer to primordial traits. Additionally, Ahat-Hir has nine parts: head & neck, body, limbs (6), and tail. Additionally, each action taken by a part, see Colossal Parts, costs Ahat-Hir 100 feet of speed.

Head & Neck
Titanic part
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Armor Class 30 (natural armor)
Hit Points 2,200 (55d20 + 1,100)
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Disabled. While Ahat-Hir’s head and neck are disabled this part loses the traits innate spellcasting and siege monster, and creatures gain advantage on their saving throws versus its attacks. This part is enabled when it has regenerated 100 hit points.

Ignite. When a creature or flammable object fails a saving throw versus fire damage from one of Ahat-Hir’s breath weapons, it ignites. An ignited target takes 70 (20d6) fire damage at the start of its turn, cannot take reactions or bonus actions, and has disadvantage on all of its attacks, saving throws, and checks until it takes an action and succeeds on a DC 30 Dexterity check to extinguish the flames.

Innate Spellcasting. Refer to primordial traits. Additionally, Ahat-Hir’s spell casting ability is Charisma (spell save DC 38, +30 to attack). When Ahat-Hir cast a spell the range and area of effect are increased by 10 times their value, and any damage caused by an at-will spell is quadrupled. Ahat-Hir can innately cast the following spells, requiring no material components,

At will: all conjuration, evocation, and transmutation spells of 9th level or lower
3/day each: all conjuration, evocation, and transmutation spells of 10th level
2/day each: all conjuration, evocation, and transmutation spells of 1th level
1/day each: all conjuration, evocation, and transmutation spells of 12th level, first word, last word, waken

ACTIONS (head & neck)
Bite.
Melee weapon attack. +25 to hit, reach 600 feet, one target with a 200-foot collateral damage radius. Hit. 930 (140d12 + 20) piercing damage or half as much damage on a miss.

Fire and Lightning (Recharge 5-6). Ahat-Hir exhales elemental fury in an 12,000-foot cone. Each creature in that area must make a DC 33 Dexterity saving throw, taking 1,050 (100d20) fire and lightning damage and is ignited on a failed save, or half as much damage on a successful one. Additionally, the area torched by this attack becomes engulfed in flames for 3 (1d6) hours. The flames are 75 feet high, opaque, and each creature that ends its turn adjacent to or in an engulfed area takes 70 (20d6) fire damage.

MYTHIC ACTIONS (head & neck)
If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos.

Swallow. When Ahat-Hir hits a target with a bite attack or secondary target fails its saving throw and the target or targets completely fit within the 200-foot radius of the attack, Ahat-Hir can choose to swallow the target it it fails a DC 33 Strength saving throw. While swallowed the creature is blinded and restrained, it has total cover against attacks and other effects outside of Ahat-Hir, and it takes 110 (20d10) acid damage at the start of each of Ahat-Hir’s turns.
If Ahat-Hir takes 600 damage or more on a single turn from creatures inside it, Ahat-Hir regurgitates all swallowed creatures, which fall prone in a space within 600 feet of Ahat-Hir. Regurgitated creatures begin to dissolve, refer to spew acid.
Spew Acid (Stage 2, shares a Recharge w/ Fire and Lightning). Ahat-Hir vomits acid in a 16,000-foot line that is 400 feet wide. Each creature in that line must make a DC 33 Dexterity saving throw, taking 945 (90d20) acid damage and begin to dissolve on a failed save, or half as much damage on a successful one. A dissolving target takes 45 (10d8) acid damage at the start of its turn, cannot take reactions or bonus actions, has disadvantage on all of its attacks, saving throws, and checks until it takes an action and succeeds on a DC 30 Dexterity check to remove or neutralize the acid.
Chaos Blast (Stage 4, shares a Recharge w/ Fire and Lightning). Ahat-Hir exhales a bolt of fire, force, and radiant energy at one target within 20,000 feet that Ahat-Hit can see. The target must make a DC 33 dexterity saving throw, taking 2,100 (200d20) fire, force, lightning, and radiant damage and ignite on a failed save, or half as much damage on a successful one,. In addition, each target within a 250-foot radius of the initial target must make a DC 35 Constitution saving throw, taking 55 (10d10) force plus 55 (10d10) thunder damage and be knocked prone on a failed save, or half as much damage on a successful one.

Body
Titanic part
1599173083086.png

Armor Class 35 (natural armor)
Hit Points 4,800 (120d20 + 2,400)
1599173084410.png

Damage Immunities psychic; refer to primordial traits
Condition Immunities blinded, deafened; refer to primordial traits
1599189685825.png

Disabled. While Ahat-Hir’s body is disabled all parts loose the trait regeneration and this part loses the trait elemental aura. This part is enabled when it has regenerated 400 hit points.

Elemental Aura. Ahat-Hir can use a bonus action to activate or stop is elemental aura. Teh Aura extends 1,500 feet in all directions from Ahat-Hir’s body’s turns. Each creature that starts its turn in the aura must make a DC 30 Dexterity saving throw, taking 55 (10d10) fire or thunder damage, determined randomly, on a failed save, or half as much damage on a successful one. Additionally, each round the aura is active, 2d6 fire elementals are summoned to an unoccupied space within the aura. Ahat-Hir's elder of destruction does not apply to damage caused by its aura.

MYTHIC ACTIONS (body)
If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos.

Ignite. Any flammable objects in the aura ignite.
Acid and Cold (Stage 2). Add acid and cold damage to the randomly determined damage types in Ahat-Hir's elemental aura. Additionally, each round 2d6 water elementals are summoned.
Obscuring Aura (Stage 3). All attacks that target Ahat-Hir from outside the its elemental aura suffer disadvantage.
Lightning and Poison (Stage 4). Add lightning and acid damage to the randomly determined damage types in Ahat-Hir's elemental aura. Additionally, each round 2d6 air elementals are summoned.
Earthen Shrapnel (Stage 5). Add bludgeoning damage to the randomly determined damage types in Ahat-Hir's elemental aura. Additionally, each round 2d6 earth elementals are summoned.

Limbs
Titanic part (6 parts)
1599173083086.png

Armor Class 30 (natural armor)
Hit Points 1,800 (45d20 + 900)
1599173084410.png

Damage Immunities psychic; refer to primordial traits
Condition Immunities blinded, deafened; refer to primordial traits
1599189691197.png

Disabled. For each of Ahat-Hir’s limbs that is disabled reduce Ahat-Hir’s speed by 60 ft. In addition, the part loses the trait siege monster, suffers disadvantage on its attacks. This part is enabled when it has regenerated 100 hit points.

Flyby. Ahat-Hir doesn't provoke an opportunity attack when it flies out of an enemy's reach. It must have two wings formed to use this trait.

ACTIONS (limbs)
Multitattack.
Ahat-Hit makes two claw attacks.

Claw. Melee weapon attack. +25 to hit, reach 600 feet, one target with a 90-foot collateral damage radius. Hit. 510 (140d6 + 20) slashing damage or half as much damage on a miss.

Wings. Ahat-Hir transforms one of its clawed limbs into a wing. Once two limbs are transformed it can fly. Once Ahat-Hir transforms a limb into a wing it can no longer make a claw attack with that limb. Ahat-Hir can take this action again to transform a wing back into clawed limb. Additionally, any limbs transformed into wings share the same initiative, using the lower of the two limbs initiative.

MYTHIC ACTIONS (limbs)
If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos.

Slam. Ahat-Hir makes a claw attack, the damage type is bludgeoning instead of slashing and on a hit the target must make a DC 43 Strength saving throw or be knocked prone or pushed 100 feet for each point it fails the save. This attack can replace a claw attack in Ahat-Hir's multiattack action.
Wing Attack (Stage 2). Ahat-Hir beats its wings. Each creature within 3000 ft. of it must succeed on a DC 43 Dexterity saving throw, taking 510 (140d6 +20) bludgeoning damage and be knocked prone on a failed save, or half as much damage on a successful one. Ahait-Hir can then fly up to half its flying speed. Ahat-Hir must have two wings formed to use this attack.
Grasp (Stage 3). Ahat-Hir makes a claw attack, the damage type is bludgeoning instead of slashing and the target must make a DC 43 Strength saving throw or be grappled. This attack can replace a claw attack in Ahat-Hir's multiattack action.
Stomp (Stage 4). Ahat-Hir stomps one of its feet at a point on the ground within 600 feet of it. Any creature in a 90-foot-radius, 180-foot-high cylinder centered on this point must succeed on a DC 33 Dexterity saving throw, taking 510 (140d6 + 20) bludgeoning damage and fall prone on a failed save, or half as much damage on a successful one. Until this part uses its Stomp again or moves, a creature knocked prone by this attack is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 43 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Earth-Shaking Stomp (Stage 5). Ahat-Hir makes a stomp attack and creates a massive shock wave that extends from the point chosen in a 1 mile radius. The shock wave deals 1,000 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) bludgeoning damage for each 10 feet of the structure's height, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.

Tail
Titanic part
1599173083086.png

Armor Class 30 (natural armor)
Hit Points 2,600 (65d20 + 1,300)
1599173084410.png

Damage Immunities psychic; refer to primordial traits
Condition Immunities blinded, deafened; refer to primordial traits
1599189695260.png

Disabled. While Ahat-Hir’s tail is disabled it loses the trait siege monster and the adamant barrage action, it also suffers disadvantage on this parts attacks. This part is enabled when it has regenerated 100 hit points.

ACTIONS (tail)
Tail Slam.
Melee Weapon Attack: Ahat-Hir strikes with its tail in a 2,500-foot line that is 300 feet wide. Each creature in the area of the line must make a DC 33 Dexterity saving throw, taking 650 (140d8 +20) bludgeoning damage and is knocked prone and stunned until the end of the tails next turn on a failed save, or half as much damage on a success.

MYTHIC ACTIONS (tail)
If Ahat-Hir’s mythic trait is active, it can use the options below in place of a standard action for 1 day after using Lord of Chaos.

Tail Sweep (Recharge 5-6). Ahat-Hir swings its tail in a 2,500-foot cone. Each creature in the area must make a DC 33 Dexterity saving throw, taking 650 (140d8 +20) bludgeoning damage and be pushed 100 feet for each point it fails the save, or half the damage on a success.
Adamant Barrage (Stage 3, Recharge 4-6). Ahat-Hir whips its tail and releases a barrage of adamant spikes in a 7,000 ft. cone. Each creature in the area must make a DC 33 Dexterity saving throw taking 420 (40d20) piercing damage on a failed save, and half as much damage on a successful one.

---

Ahat-Hir as a Mythic Encounter
Ahat-Hir is a terrifying opponent for the most seasoned mortals. However, if it is facing epic adventurers (lvls 21+) you might wish to have Ahat-Hit use its Lord of Chaos mythic trait and escalate the battle to the most dangerous in the multiverse. When this happens, Ahat-Hir displays his full primordial might. Ahat-Hir can choose one of his mythic actions when he uses a legendary action.

Read or paraphrase the following text when Ahat-Hir uses her Lord of Chaos trait:

Future descriptive text goes here

Fighting Ahat-Hir as a mythic encounter is equivalent to taking on fifty-four CR 50 creatures in one encounter. Award a party 46,170,000 XP for defeating Ahat-Hir after it uses Lord of Chaos.
 
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dave2008

Legend
Tiamat, Chromatic Dragon (WIP)
Gargantuan dragon, evil
Armor Class 25 (Natural Armor)
Hit Points 615 (30d20 + 300)
Speed 60 ft., fly 240 ft.

STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)26 (+8)26 (+8)28 (+9)

Saving Throws STR +19, DEX +9, CON +19, WIS +17, CHA +18
Skills Arcana +17, Athletics +28, Intimidate +18, Perception +26, Religion +17
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 480 ft., Truesight 240 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Challenge 30 (155,000 XP)


Chromatic Dragon (Mythic Trait, 5 per Short or Long Rest). If Tiamat is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she radiate a dazzling corona of black, blue, green, red, and white light, all conditions and effects she is suffering end for her, she regains 615 hit points, all of her abilities recharge, and she can use her Wing Attack mythic action.

Colossal. Tiamat’s space is 100 feet by 100 feet. Any creature Huge or smaller can enter her space and must do so to hit her with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Tiamat’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Dragon Ruler. Unless an attack or effect causes 10 or more hit points of damage, Tiamat is immune to the damage. Additionally, her attacks ignore all resistances of creatures CR 20 / level 20 or below.

Discorporation. When Tiamat dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.

Innate Spellcasting. Tiamat's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Tiamat can innately cast the following spells, requiring no components:

At will: alter self (can become Medium humanoid when changing her appearance), burning hands (as a 9th-level spell), confusion, detect magic, dispel evil and good, dispel magic, lightning bolt, scrying, sending, stinking cloud, suggestion, teleknesis, wall of fire , detect evil and good, fireball, invisibility(self only)
5/day each: blade barrier, counter spell, elemental bane (at 9th level), geas, shield,
3/day each: banishment, disintegrate, divine word, plane shift (self only), teleport (without error)
1/day each: gate, power word kill, time stop, wish

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

Magic Weapons. Tiamat’s weapon attacks are magical.

Multiple Heads. Tiamat can take one reaction per turn (up to five per round), rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would paralyze or petrify a creature, one of her unspent legendary actions is spent instead.

Regeneration. If Tiamat has at least 1 hit point, she regains 30 hit points at the start of her turn.

Siege Monster. Tiamat deals double damage to objects and structures.

Strafing. Tiamat can spend any of her unused movement when she makes a breath weapon. She adds her speed used to the length of the breath weapon attack when moving in this manner.

Teleport. Tiamat can use a bonus action to magically teleport up to 120 feet to an unoccupied space she can see.

ACTIONS
Multiattack.
Tiamat can use her Majestic Presence. She then makes two claw attacks or one tail attack.

Claw. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 38 (8d6 + 10) slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed 30 feet, Tiamat's choice.

Tail. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 46 (8d8 + 10) piercing damage, plus 14 (4d6) poison damage and the target is poisoned. The target can make a saving throw at the end of each of its turns, ending the condition on a success.

Majestic Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute or stunned until the end of Tiamat's next turn, Tiamat's choice for each creature affected. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Majestic Presence for the next 12 hours.

LEGENDARY ACTIONS
Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Additionally, each head can use the Teleport and Spell Casting actions. Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.

Bite. Melee Weapon Attack: +19 to hit, reach 70 ft., one target. Hit: 43 (6d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Additionally, if Tiamat wishes and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Tiamat cannot bite use a breath weapon on another target with that head until the grapple ends.
Teleport. Tiamat uses her teleport action.
Spell Casting. Tiamat cast an at will spell.
Black Dragon Head: Acid Breath (Costs 2 Actions).Tiamat breathes acid in a 320-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions).Tiamat breathes lightning in a 480-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions).Tiamat breathes poisonous gas in a 240-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 240-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 2 Actions).Tiamat breathes an icy blast in a 240-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

MYTHIC ACTIONS
If Tiamat’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Chromatic Glory.

Dragon Queen. Tiamat can use a lair action available to any chromatic dragon, even if she is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round.
Wing Attack (Cost 2 actions). Tiamat beats her wings. Each creature within 100 feet of Tiamat must succeed on a DC 27 Dexterity saving throw or take 46 (8d8 + 10) bludgeon damage and be knocked prone. Tiamat can then fly up to half her flying speed.
Chromatic Breath (Costs 5 Actions). Tiamat uses all of her breath weapons in one 320-foot line that is 50 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking damage from two or more of her breath weapons on a failed save, or half as much damage on a successful one. For each target, roll a d6 twice to determine which breathweapons affect it, re-rolling duplicates.

1 - Black Dragon Head
2 - Blue Dragon Head
3 - Green Dragon Head
4 - Blue Dragon Head
5 - Red Dragon Head
6 - The target is struck by three breathweapons. Roll twice more, rerolling any 6.

This attack recharges when each of Tiamat's heads has used its breath weapon attack at least once after Tiamat uses this action.

---

Tiamat as a Mythic Encounter
Tiamat is among the most powerful creatures a group of adventurers might face. If you wish to make an encounter with the goddess truly epic, Tiamat might use her Chromatic Glory mythic trait. When this happens, she calls upon her full divine might instead of discorporating. After she has revealed her divine glory, Tiamat can choose one of her mythic actions when she uses a legendary action.

Read or paraphrase the following text when Tiamat uses her Chromatic Glory trait:

Future descriptive text goes here

Fighting Tiamat as a mythic encounter is equivalent to taking on two CR 30 creatures in one encounter. Award a party 310,000 XP for defeating Tiamat after she uses Chromatic Glory.
 

dave2008

Legend
THE GRECO-ROMAN MYTHOS (WIP)
Greek and Roman mythology has a long and influential history in western culture and throughout the world. What follows here is not that story. The stories the ancient Greeks and Romans told of the gods, goddess, and other immortals were tales of remarkable beings that acted and behaved much like humans, but on a grander scale. That is not the story we are telling. Yes, the stories and descriptions provided here will have much in common with the Greek and Roman mythology it is inspired by, but they are not the same stories. The version of the myths and characters presented here is unique to this “Greco-Roman Mythos,” a version of the tales, but not the version. The lore presented throughout the various “Mythos" posts attempts to create a unique blend and viewpoint of the stories of myth, the lore of the Dungeons and Dragons multiverse, and new legends.

If you wish to learn the history and stories of real life Greek and Roman Mythology, see the side bar: “Suggested Reading.” If you wish to learn about the Greco-Roman Mythos of the multiverse of the Mythic Updates, please read on.

Disclaimer:
This is a compendium of game statistics, guidelines, and role-playing details for the purpose of playing and engaging deities and monsters within the broader fantasy of the Dungeons and Dragons multiverse. These "Mythos" posts take a particular version of myth and religion, a small slice of its real wealth and beauty, and mixes and matches it with the legends and lore of a fantasy cosmos. Do not look unto "Mythos" for a history lesson, for the stories told within these pages, though similar in many ways to real mythologies and religions, are fictions created to suit the needs of DMs and players to enjoy running a role-playing game together.

Finally, these "Mythos" posts are not, in any way, a judgment on the validity or merit of any religion practiced, or that was practiced in the past. It is not intended to offend or disrespect any mythology or religion, or its practitioners; nor does it encourage or discourage belief in any of the mythologies or religions superficial covered in its pages. Additionally, the omission of any religion or mythology is not intended to reflect in anyway upon that religion’s value or merit.

IN THE BEGINNING
…there was Chaos, Order and the Void. Out of the Chaos arose the lords of the elemental maelstrom: the Primordial Titans and from the celestial realms of Order came forth the Gods. Between the realms of Order and Chaos resided the Void, a vast expanse of darkness and nothingness. For untold eons the Gods where content in their serene palaces and the Titans were satiated within their cacophonous Maelstrom. Eventually, ever restless, the Titans looked beyond their elemental realm at the empty stillness of the Void, a blank canvas on which they could work their will, and it beckoned to them.

From the Chaos, the Primordials ventured into the Void, bringing the raw energy and matter of the Maelstrom with them. With great haste and fever the Titans inundated the Void with wonderous creation and passionate destruction. They revealed in the process and cared less for the results or the aftermath left in the wake of their passing. They wrought and unwrought will equal desire and skill.

At first the celestials of Order watched the work of the Titans with mild interest and amusement. The Gods were delighted by the Titans works and awed by their destructive violence. However, it did not take long before the Gods to became fascinated with the possibilities the Void that Was. The Void had become unrefined, unstable mess that needed governorship and guidance, that only they could provide. Thus, the Gods came to the Void that Was and quickly set to work stabilizing and bringing Order to the infecting Chaos of the Primordials. They shaped, revised, and tethered the Titan's creation and seeded it with their own wonderous designs.

At first the Primordials took little notice of the machinations of the gods, they were too engaged in their own projects to take heed of what was happening in their wake. Eventually the Titans did look back and they did not like what had become of their creation. Enraged, the Titans first set about destroying the works of the Gods within the Void that Was; however, when the gods moved to protect their creations, the Primordials turned their ire and wrath on the meddlesome Gods themselves, and so began the War of the Void.

The Gods were unprepared for the initial onslaught of the Primordials and retreated from their ferocity and might. They knew the humiliation of fear and defeat for the first time. However, the Gods did not want to see their works ,or the lives of the mortals the fostered, destroyed. Therefore, they regrouped, organized, and fought back. The brought the full might of their Authority and the greater numbers of the celestial host to counter the disorganized and unruly Titans. The War stretched for eons and touched all parts of the Void that Was. The losses and destruction where great on both sides. However, eventually the gods and the celestial host pushed the Titans out of the Void that Was, back into the Elemental Maelstrom. Feeling Secure in their victory, but unwilling to pursue the Primordials into the elemental domains, the gods began to occupy, fortify, and bring order to the fringes of the Maelstrom. They separated fire from earth, water from air and gave each their place in the hopes that this would help thwart future attempts by the Titans to reclaim the Void that Was.

However, as the deities worked to tame the edge of Chaos, the Titans gathered their strength in the depths of the Maelstrom and prepared for a new offensive. While the Gods were distracted with their attempts to controll Chaos, the mightiest Primoridial, greater than any before or after, tore open a massive scare in reality and connected the Elemental Maelstrom to the Astral Bliss, creating a vast bridge between the two. The Titans and their armies of elementals poured through the Scare and into the divine realms. The elemental horde plundered the gilded palaces of the Gods and spread like a destructive wave. Many an Astral realm fell before the Gods could return and mount a proper defense. But the bold action of the Titans, was also their undoing.

As the Gods hurried to return to their realms to counter the primordial threat, a faction of deities headed to the Maelstrom and looked to heal the Scare. At great cost these gods smashed the planar bridge and closed the Reality Scare, cutting off the elemental armies from their source of power and reinforcements. With the flood halted, the Gods regained the advantage, whipped out the lesser elementals and then set upon their great Primoridal adversaries. After an age or more, the Gods had slain, imprisoned or banished the Primoridal Titans from their Astral homes. The gods had won, and they claimed Authority over the Multiverse.

When the War was over, all of reality had been changed in its aftermath: Chaos had suffered the regulation of Order, Order had been infected with Chaos, and the Void was no longer. What had been the Void was now a mixture of matter and energy, thought and time, and entropy. The union of the divine Order and the Chaos of the Titans had created something the Gods could not have created on their own. Unlike any other plane of existence, the Void that Was had become a balance of all Authorities. It was something unique and could not be recreated. In their wisdom, the Gods decided they would leave it as it had become. They would refrain from direct interference and leave the accidental masterpiece to develop and grow on its own. They would instead inspire and shepherd the mortal lives that called it home. From the Void that Was, the Prime Material was born.

View attachment 127616
TitanWar by SickJoe

Greco-Roman Mythology
In classical mythology the Olympians were only the gods and goddesses that resided on Mt. Olympus. Therefore, Hades was not included in their ranks. Additionally, Hestia was sometimes included, and Dionysus left out. I have decided to be more inclusive in my interpretation of the myths and incorporated Hades and both Hestia and Dionysus. Also, since the Olympians didn’t traditionally include a deity of magic in their ranks, and magic is so important in the worlds of Dungeons and Dragons, I added Hecate to fill that role for the Olympians.

THE OLYMPIANS
During the War, deities found that working together and combining their resources and Authority was very advantageous. There was security, strength, and synergy in forming partnerships with similarly inclined deities. From loose relationships of exalted, the gods formed tight nit organizations that helped them when the War. These organizations became another social structure in addition to a god’s Authority. In fact, these partnerships, known as Pantheons, became the guiding force in many deities’ social interactions and divine motivations.

The Olympic Pantheon. One of the first, if not the first, divine partnerships was the Olympic Pantheon. Founded by fourteen major deities who formed a close collaboration to fight the Titans and protect the realms of Order during the Void War. So strong was their combined might they where able to hold back the Primodial onslaught from their great mountain fortress. The Titans could advance no further, and this allowed the gods the time they needed to smash the Scare and turn the tide of the War. After the War they became known as the Olympians after their mighty fortress palace, Olympus, that was so instrumental in winning the First War.

After the Dawn War, the Olympians gathered many likeminded demigods and lesser deities to their banner and established one of the great pantheons of the cosmos. The founding deities took up leadership roles in the pantheon and continue to do so today. The original Olympians are (Roman names in parentheses):

Zeus (Jupiter) – god of the sky, thunder, and lightning; leader and “King” of the pantheon.

Hera (Juno) – goddess of marriage, family, and childbirth; “Queen” of the pantheon.

Poseidon (Neptune) – god of the seas, storms, and earthquakes; commander of the pantheon’s navy and second in command to Zeus.

Hades (Pluto) – god of the dead, lord of the underworld, and wealth; minister of the pantheon’s treasury and steward of the dead.

Athena (Minerva) – goddess of wisdom, handicraft, the city, and combat; general of the pantheon’s army and head of security / defense of Olympus.

Aphrodite (Venus) – goddess of love, passion, beauty, and procreation; ambassador of mortal and exalted affairs for the pantheon.

Demeter (Ceres) – goddess of the harvest, agriculture, and fertility (of the earth); Master of supplies and stores for the pantheon

Ares (Mars) – god of war, violence, and fear; field commander of the pantheon’s armies.

Apollo (Apollo) – god of light and the sun, healing, art, and prophecy; commander of the aerial infantry, bombardment, and chief medic for the pantheon

Artemis (Diana) – goddess of the hunt, wilderness, and the moon; commander of reconnaissance and elimination of aberrant threats for the pantheon.

Hecate (Hekate/Trivia) – goddess of magic and fate (crossroads); commander of the arcane arts and sorceress for the pantheon

Dionysus (Bacchus) – god of festivity, fertility, madness, and theatre; master of illusions and exalted relations for the pantheon.

Hermes (Mercury) – god of travelers, merchants, thieves, and orators; messenger and herald of the pantheon and commander of acquisitions.

Hephaestus (Vulcan) – god of fire, forge, craftsmanship, and artifice; blacksmith, armorer, and inventor for the pantheon.

Hestia (Vesta) – goddess of hearth, home, and state; head of internal affairs and ambassador to mortal affairs for the pantheon.

Planar Conquest. The Olympians where one of the first pantheons and they were also one of the most influential. Their divine palace was constructed on a fount of quintessence. This aided them in repelling the Titans, resulting in less loss of the resources, and provided the Olympians with the raw quintessence to lead, and some would say dominate, the reconstruction of Multiverse.

Soon after the War, the Olympians established control of major areas of reality, constructing realms in multiple planes: Acheron, Arborea, Elysium, Hades, and Tartarus to name a few. Instituting their rule and stewardship across the Multiverse from their seat of power on Olympus. Other pantheons and exalted followed their example, and would eventually challenge their rule in some areas, but none share the same breath and depth of planar territory that the Olympians control to this day.

When the power of mortal worship was discovered, the Olympians were one of the first pantheons to extend their grace to mortals and cultivate this resource as well. However, the fickle and fleeting lives of mortals were harder for the mighty Olympians to understand, and they never secured the Prime as they did other territories in much of the Outer Planes.

The Council of the Gods. The original partnership that was to become the Olympic Pantheon was a collaboration of fourteen deities, but they were lead by three mighty deities: Hades, Poseidon, and Zeus which each lead a cohort of deities, exarchs, and celestial attendants. During the War these three became brothers-in-arms and forged a great friendship, trust, and reliance on each other. When the War ended, the Three, as the had become to be called, had become so close they decided to formally combine their resources and followers. They chose to form a grand council of equals with the eleven additional original members of their alliance. Each council member would govern a cohort of their brethren and represent their interest at the Council of the Gods. All having an equal vote in determining the combined fate of the pantheon. A golden ideal to lead not just their pantheon, but all of the cosmos!

However, the Council, at times, became so unruly and divided it reminded the Three of the unbridled Titans at times! Therefor, the Three determined that one should be above the rest. One who could break ties and make final decision so that stalemates could progress and the work of the Council could bear fruit. Though the Council was constituted of beings of similar might and influence, Zeus, Poseidon, and Hades clearly stood above the rest. It was decided the Three should have a contest, with the winner taking the seat of High Arbiter of the Council. The remaining Council members devised games to challenge the contestants wits, their intellect, strength and athletic prowess. The competition was held in a grand forum at their mountain citadel of Olympus and was open to the entire pantheon. Though there were only three contestants, this is often considered the first Olympics.

In the end, though it was very close, all agreed that Zeus was victorious. He matched the great strength of Poseidon with agility and finesse, and he countered Hades shrewd intellect with his ingenuity and creativity. With their blessing, Zeus except the role of High Arbitrator, presiding over the Council as final judge and authority. Though he is sometimes referred to as the "King of the Gods," this is not accurate. He has the final decision, but he does not have the authority to go against the will of the Council.

To fill the vacancy left by Zeus' promotion, the Council selected the most renowned of their brethren that did not yet have a seat on the council, the god of festivals and fertility: Dionysus. This brought the Olympians to 14 council members with Zeus as the 15th and deciding member. Now the Council was complete and their wisdom has governed their realms of the Olympic Pantheon ever since.

Mt. Olympus. More to come!
The great mountain fortress of Olympus rises some 60,000 feet above the ardent fields, forests, and streams of the outer plane of Arborea. The Olympians raised the great mountain

The Gigantomachy. More to come!

Suggested Reading:
Metamorphoses by Ovid, translated* by A.D. Melville
The Aeneid by Virgil, translated* by John Dryden
The Iliad by Homer, translated* by Robert Fagles
The Odyssey by Homer, translated* by Robert Fagles
Theogony by Hesiod, translated* by M.L. West
The Library of Greek Mythology by Apollodorus, translated by Robin Hard
Mythology: Timeless Tales of Gods and Heroes by Edith Hamilton
The Complete World of Greek Mythology by Richard Buxton
D’Aulaires’ Book of Greek Myths by Ingri and Edgar Parin d’Aulaire
Greek Religion by Walter Burkert
The Penguin Dictionary of Classical Mythology by Pierre Grimal
Myth and Philosophy: A Contest of Truths by Lawrence J. Hatab
* translated to English
 

dave2008

Legend
ARES (WIP)
Just wait - this isn't finished yet!
Ares_Final.jpg

Ares by SickJoe
ARES
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God of War, Violence, and Destruction (Matter ER 3, Energy ER 2, Entropy ER 2)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ares' Votary
Piety 10+
You can cast haste (self only) without any components with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest.

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

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

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Ares
Medium exalted (intermediate deity), chaotic evil
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AC 28 (+3 half plate & +3 shield)
Hardness 15
Hit Points 1,155 (35d20 + 455)
Speed 120 ft., climb 100 ft, swim 100 ft.
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FORTITUDEREFLEXWILL
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FortitudeReflexWill
STRDEXCONINTWISCHA
35 (+12)30 (+10)36 (+13)27 (+8)22 (+6)30 (+10)
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Savings Throws Str +22, Dex +20, Con +23, Int +18, Wis +16, Cha +20
Skills Athletics +22, History +18, Intimidation +20, Perception +16, Religion +18
Damage Resistances cold, lightning, thunder; refer to intermediate god traits
Damage Immunities fire; refer to intermediate god traits
Condition Immunities charmed, exhaustion, frightened, petrified; refer to intermediate god traits
Senses truesight 960 ft., passive Perception 26
Languages All, telepathy 960 ft.
Challenge 35 (265,000 XP) / 2 (??? TQP)
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Battle Mastery. Ares has advantage on all ability checks and saving throws made during combat. Additionally, Ares can (1/turn) deal an additional 14 (4d6) to a creature he hits with a weapon attack.

Exalted Might. Ares has resistance to all damage from an attack or effect that is of an exalted rank below his rank. Additionally, all of his attacks against a creature of a lower rank than his own are empowered and ignore all resistances and treat immunity as resistance instead. Similarly, Ares has exalted advantage on all attacks

Exalted Recovery (3/Rest). If Ares is reduced to 0 hit points, he doesn’t die, fall unconscious, or discorporate (unless he wishes to). Instead, all conditions and effects he is suffering end, all of his abilities recharge, and he regains 1,150 hit points.

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

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

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

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

EXALTED ACTIONS
Each turn Ares can take two exalted actions, move up to his speed, and has one reaction per turn. Ares can take 4 turns per round on the following initiative counts: 40, 35, 30, & 25.

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

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

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

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

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

Advance. Ares moves up to his speed. Alternatively, up to five allies that can hear Ares can use their reaction to move up to half their speeds.

Innate Casting. Ares casts an at-will spell.

Teleport. Ares magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Lunge (Costs 2 actions). Ares moves up to half his speed and makes two weapon attacks.

Command Allies (Costs 3 Actions). Ares chooses up to five allies that can see or hear him. Each ally can use their reaction to make a weapon attack with advantage.

Weave Fate (Costs 3 Actions). Ares temporarily changes fate to be advantageous for him. At the start of his next turn, Ares’ multiattack hit automatically.

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

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

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

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

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

dave2008

Legend
Just wait - this isn't finished yet!
View attachment 127615
Athena by SickJoe
ATHENA
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God of the Sea, Subversion, & Tentacled beasts.
Panzuriel is the god of the sea, evil aquatic creatures, and the unknown dark depths of the deep ocean trenches and the sea floor. He carries many titles: the Banished One, the Deep Old One, the Many-Tentacled God, the Severed God, but he is most common one is the Enslaver.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Myth 2. ???

Myth 3. ???

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

Panzuriel’s champions typically...

Panzuriel's Favor
???

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

Devotion to Panzuriel
Following Panzuriel means...

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

LEGENDARY ACTIONS
Panzuriel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Panzuriel can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

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

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

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

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

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





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