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


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Athena by SickJoe

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

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

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

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

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
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
1Devotion. My devotion to my god is more important to me than what he stands for. (Any)

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

AC 22 (natural armor)
Hit Points 930 (30d20 + 330)
Speed 300 ft., climb 200 ft, swim 200 ft.

34 (+12)20 (+5)33 (+11)30 (+10)28 (+9)30 (+10)

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)

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.

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.

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.

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.

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

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

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


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

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