ChatGPT Stuff + Stuff I've Made

Brief return to my messing-with-ChatGPT-cosmology:

Name: Xy'zor, the Unfathomable

Description: Xy'zor is an enigmatic entity that defies comprehension. Its form constantly shifts between ethereal wisps and pulsating geometric patterns. It exists beyond the boundaries of conventional mathematics, infusing its abilities with incomprehensible numerical properties.

Stats:

  • Hit Points: ∞ (Infinity)
  • Armor Class: i (Imaginary Number)
  • Speed: ω (Transfinite Number)
Ability Scores:

  • Strength: j (Jot Number)
  • Dexterity: -φ (Negative Golden Ratio)
  • Constitution: ℵ₁ (Aleph-one)
  • Intelligence: Ω (Omega Number)
  • Wisdom: 0 (Nullity)
  • Charisma: ε₀ (Epsilon-zero)
Actions:

  1. Paradoxical Strike: Melee Spell Attack. Reach 5 ft., one target.
    • Hit: j^2 (Jot squared) force damage.
    • Effect: The target must make a DC Ω (Omega Number) Wisdom saving throw or experience a paradoxical feedback loop, causing their mind to unravel. On a failed save, the target takes 2Ω (2 Omega Number) psychic damage at the start of each of their turns for d(ε₀) (Dice with Epsilon-zero sides) rounds.
  2. Reality Warp: Xy'zor distorts the fabric of reality, warping the battlefield to its advantage.
    • Effect: Roll a d(ω) (Dice with Transfinite Number sides) to determine the specific effect of the reality warp. Possibilities include:
      • Temporal Anomaly: All creatures within 30 feet of Xy'zor must repeat their last turn.
      • Spatial Distortion: Xy'zor teleports up to ω (Transfinite Number) feet in any direction.
      • Quantum Flux: Xy'zor gains a +ε₀ (Epsilon-zero) bonus to AC and saving throws for d(j) (Dice with Jot Number sides) rounds.
  3. Singularity Blast: Ranged Spell Attack. Range 120 ft., one target.
    • Hit: √(-1) (Square Root of Negative One) force damage.
    • Effect: On a hit, the target must succeed on a DC 0 (Nullity) Constitution saving throw or be sucked into a singularity, disappearing from existence.
  4. Recursive Annihilation: Xy'zor taps into the infinite recursion of the TREE function, unraveling the very fabric of existence.
    Effect: Xy'zor unleashes a devastating wave of recursive energy that engulfs everything within a 100-foot radius. All creatures, objects, and structures must make a DC TREE(3) Constitution saving throw or be subjected to the recursive annihilation. Recursive Annihilation:
    • Step 1: The target takes 1d12 force damage for each level of recursion reached, starting at 1.
    • Step 2: If the target survives Step 1, they must make an additional saving throw against DC TREE(2). On a failure, they are trapped in a recursive loop, experiencing an endless cascade of damage. The target takes 1d20 force damage at the start of each subsequent turn until they succeed on a saving throw or are reduced to 0 hit points.
    • Step 3: If the target survives Step 2, they must make yet another saving throw against DC TREE(1). On a failure, they are consumed by the infinite recursion, their existence erased from all planes of reality, effectively dying beyond the reach of any resurrection or revival magic.
  5. Eternity's Embrace: Xy'zor taps into the infinite expanse of eternity, wielding the power of numbers beyond comprehension.
    • Effect: Xy'zor unleashes a wave of cosmic energy that expands outward, encompassing all existence within an immeasurable reach.
      • The energy surge deals d(Graham's Number) (Dice with a number of sides equivalent to Graham's Number) damage to all creatures, objects, and structures within a plane of existence, bypassing all forms of resistance or immunity.
      • The sheer magnitude of the attack disrupts the very fabric of reality, causing a temporary collapse of dimensionality. All affected targets are subjected to a state of "Numerical Abyss," where their fundamental properties become entangled with the vastness of numbers.
      • While trapped in the Numerical Abyss, all affected targets experience a perpetual cycle of numerical transformation, their physical forms and attributes fluctuating infinitely. This state renders them incapable of taking any actions or defending themselves.
      • The Numerical Abyss persists for d(TREE(3)) (Dice with TREE(3) sides) rounds before collapsing, releasing the trapped targets and restoring the normal flow of existence.
Legendary Actions:
Xy'zor can take 3 legendary actions, choosing from the options below. It can use only one legendary action at a time and only at the end of another creature's turn. Xy'zor regains spent legendary actions at the start of its turn.

  • Reality Shift: Xy'zor teleports up to ω (Transfinite Number) feet and becomes incorporeal until the start of its next turn.
  • Cosmic Insight: Xy'zor imparts a fraction of its cosmic wisdom to an ally within 60 feet, granting them advantage on their next attack roll or saving throw.
  • Dimensional Echo: Xy'zor creates an illusory duplicate of itself. The duplicate lasts until the end of Xy'zor's next turn and can make a single Paradoxical Strike.
Yeah, if you couldn't tell I decided to make it generate a monster using only weird numbers. Probably completely unusable, but a neat exercise. Who knows, maybe someone has a hopeless boss fight planned with something from the far realm.
 

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Here is a statblock based off of Terra 3 Saitama, from the fancomic Saitama vs Cosmic Garou. It's ludicrously OP, so this seems like the perfect place for it. The numbers in parentheses next to the infinity signs are the values are what to use if comparing to another infinite ability score. The majority of the statblock is based off of a statblock for regular Saitama I found.

Terra 3 Saitama, Powerscaler's Dream or Nightmare

Medium Humanoid (Human). Lawful Good.
AC: 35
HP: ∞ (1,000,000)
Speed: ∞ ft. (Can go anywhere, including outside the universe of multiverse)
STR: ∞ (1000) (+∞ (495)) DEX: 60 (+25) CON: ∞ (1000) (+∞ (495))
INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3)
Saving Throws: STR (+∞ (505)) Dex (+35) Con (+∞ (505)) Int (+10) Wis (+11) Cha (+13)
Skills: Athletics +∞ (515), Acrobatics +45, Insight +21, Intimidation +13, Perception +31
Senses: passive perception 41
Resistances:
Damage Immunities: All
Condition Immunities: frightened, petrified, stunned, poisoned, charmed, blinded, deafened, fatigued, paralyzed (any other negative condition you have in your game should be considered something he's immune to)
Languages: Common

Special Abilities

The Strongest Hero: Saitama reduces all damage taken by 1000 and is immune to any effect which would reduce his speed to 0, force him to take any actions unwillingly, or prevent him from taking actions. Additionally, Saitama is considered to be infinitely large for the purposes of grappling other creatures and determining the amount of weight he can push, drag, or lift. Finally, creatures cannot use any ability to automatically succeed on any saving throw made in response to an attack or action made by Saitama and any damage dealt by Saitama ignores resistance and immunity.

InvincibleInvincibleInvincible: Saitama is immune to reality warping and other effects that would alter him unwillingly. Effects which treat immunity as resistance do not ignore his immunities, and effects that ignore immunity treat his immunity as resistance.

The Most Illogical Guy In The World: Saitama is capable of interacting physically with anything, such as intangible things, energy, distortions in or erasure of space and/or time, reality warping, time, space, even metafictional things. As part of this he may make a strength saving throw against anything, whether in place of another save or for something that doesn't even have it, to negate it.

Actions:

Consecutive Normal Punches: Saitama makes thousands of singular punches against a single target within 10 feet. The target must make a DC ∞ (513) Dexterity saving throw or take bludgeoning damage equal to 300 times the amount that they failed the saving throw by. If the target is reduced to 0 hitpoints from this attack then they explode.

One Puuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuunch: Melee Weapon Attack, 5 ft range, +∞ (505) to hit, 1 target. Hit: ∞ (55495) (1000d100+∞ (495)) bludgeoning damage and the target must make a DC ∞ (513) Constitution saving throw or be reduced to 0 hitpoints. If the target is reduced to 0 hitpoints from this attack then they explode, otherwise Saitama may choose to knock them back any amount of distance, even to outside the universe or even multiverse.

Killer Move Serious Series: Serious Punch: Melee Weapon Attack, ∞ ft range, +∞ (505) to hit, 1 target. Hit: ∞ (550,000,495) (100000d1000+∞ (495)) bludgeoning damage and the target is knocked prone and must make a DC ∞ (513) Constitution saving throw or be reduced to 0 hitpoints.

Fix Fix Fix (Recharge 5-6): 5 ft range, 1 target. Saitama grabs hold of an ability, spell, attack, etc, alters it, and puts it back. To use the canon example, Saitama stole the speech bubble Cosmic Garou used to declare his ultimate reality-warping attack which erased the concept of humanity from the multiverse and rewrote it to say he wasn't doing that, stopping it. This can also be done as a reaction if available.

Kind of simple, but under the right circumstances some neat stuff could be done with it. Next post will probably be Adam Kadmon, because I was recently struck with inspiration and finally know what I want his statblock to be.
 

Adam Kadmon, the First Amidah

History: Adam Kadmon is a being from the First World. Specifically, the first and only king of it, in its entirety. He was an unstoppable force, the greatest master of everything He did, conquering everything in His path. Already mighty beyond imagining, Adam sought to expand His authority even further, and so crafted two artifacts to make Him truly unstoppable: a robe crafted from the very concept of superiority, allowing Him to grow in power to defeat any foe (something I shamelessly copied from Nimrod's artifact in the Immortals Handbook Epic Bestiary) and the Eternity Crystal, a gemstone which allows its user to cast any spell they are capable of imagining, without limits or cost. With these items Adam swept through the world like an unstoppable flood, bringing everything under His banner. The gods worried about acting against Him directly, fearing the devastation that conflict could cause. Instead, they chose to act through proxy, enlisting eight (actually nine) mighty spellcasters to stand against Him, each specialising in a different school of magic. Even given a divine boost they were only barely able to achieve victory, and even then they were unable to kill him, just hold his attention for long enough that He could be stripped of His artifacts, drained of energy, and sealed away. The robe vanished without a trace, and while it is unknown what happened those who are aware of these events believe they will reappear if Adam Kadmon ever awakened again. The Eternity Crystal, however, remained, and fearing what it could do the mages shattered it into eight (actually nine) pieces and each took possession of one.

(This was long, sorry. It's going to get longer. Also, the secret ninth school is Blasphemy Redirection, which has two main uses, violating the natural order of existence and redirecting divine ire onto other targets. The secret mage who held it was Ryethial, probably the only one who could be considered to rival him, and it was confiscated after they shattered the barrier between realms and nearly caused the end of multiple worlds. It's currently in the paws of Arcan, a powerful yugoloth who is aware of all this. The reason I capitalised all of Adam's pronouns is because He is so important even His pronouns are proper nouns. And yes, Eternity Crystal is a pun on the Infinity Stones)

Personality: Imperious. However, Adam also has a might-makes-right mentality, and if you can beat him without having to use cheap tricks He'd be perfectly willing to concede to you. Even if you don't win, impressive resistance will earn His respect. He also has a sense of honor, refusing to attack noncombatants and holding bravery and selflessness in high esteem. He also has a flair for the dramatic.

Appearance: Tall and well-muscled. His skin is platinum, and His eyes have irises resembling diamond and pupils resembling bright light. His hair is shoulder length and black, and is neatly groomed. He wears lots of ornate jewelry. His robes (the magic ones) are of simple design but striking to look at, resembling electrum, platinum, and pure white light all flowing into each other seamlessly. The Eternity Crystal is a multifaceted gem of flawless cut, and it is the color of magic, a color not found anywhere else naturally.

Medium Humanoid, Lawful Neutral

Armor Class: 77* (*Attacks which require an attack roll automatically miss. Attacks which automatically hit instead roll to hit. DMs choice of whether it should be an attack roll or saving throw.)
Super Hit Points: 100 (SHP means that to hurt Adam Kadmon the attack must deal over 100 damage, and all damage dealt is instead 1 SHP. He recovers all SHP with ten minutes of rest.)
Speed: As fast as He needs to be at a casual pace.

Str: 100 (+67)
Dex: 100 (+67)
Con: 100 (+67)
Int: 100 (+67)
Wis: 100 (+67)
Cha: 100 (+67)

Damage Immunities: All natural forces. (This means Adam can walk through a wildfire, get hit by a meteor, or stand halfway in the event horizon of a black hole and experience no damage. Nonmagic weapons are probably ineffective unless they use some really weird technology. Even then it's not a sure thing.)
Condition Immunities: All
Proficiencies: Automatically succeeds on all checks.
Proficiency Bonus: +30
Saving Throws: +97* all (*Automatically succeeds on anything that allows a save, and if there is an effect on a save there's none. Anything with no save may instead be saved against for no effect on a success.)
Senses: Truesight unlimited range, Passive Perception ∞
Languages: Can speak with everything.

Hyper-Real: May freely move through dimensions, and can cause mutations (roll on your preferred mutation table) by touch, mixing up a things alternate selves.

Immovable: Cannot be moved in any way, physically, dimensionally, or metaphorically, unless they allow it.

Untouchable: Cannot be hit by anything that requires a roll to hit or gives a saving throw, things that don't instead do.

Flawless Technique: Automatically hits any attack and calculates stat bonuses by (stat-10)*3/4 instead of the normal way. Can control own attacks flawlessly, controlling the area of effect, reducing damage if desired, even hitting something behind something else without harming what's in front of it (so long as they are touching). He may also choose to act at any point in the initiative He decides each round. This CAN interrupt another turn. Lastly, His attacks deal damage in HD rather than HP. (If He is fighting alongside others calculate the damage to HP by rolling a number of the targets HD equal to the number lost and adding their CON modifier times the number of HD)

Spellcasting: +97 to hit, DC 105, spellcasting ability Intelligence
0-12 (at will): all
13 (5): all
14 (4): all
15 (3): all
16 (2): all
17 (1): all

All-Seeing: Adam Kadmon's senses all extend infinitely and flawlessly. They are not limited by things like the speed of light or sound, able to see or hear something on the other end of the universe instantly. They are also flawlessly detailed, able to make things out on any scale.

Unbound: Cannot be restrained or contained while conscious, immune to the laws of physics and the natural limitations of the physical world.

Unstoppable: Damage Adam Kadmon deals cannot be reduced in any way. He also cannot have His movement reduced.

True King: The world warps in minor ways around Adam to accommodate Him, doorways growing to fit Him, stairs changing height and length to match His gait, etc. At His order the world can act on a larger scale, the earth swallowing cities, gravity releasing its hold on His enemies, even snuffing out or flinging around stars if He wills it. This cannot effect significant individuals (DM discretion on who is considered "significant," but as a rule your PCs will be) or things which are not material or generated by the material (so no time, fate, etc).

Martial Mode: At the beginning of each of Adam Kadmon's turns He may choose one of three "modes" to enter:
-Attack Mode: All of Adam's attacks become truly unavoidable, breaking through any defense and hitting anything, and they all deal maximum damage times two. However, all attacks automatically hit Adam and He is unable to move away from an opponent.
-Defense Mode: Adam automatically avoids everything, even unblockable attacks, but cannot attack and cannot move towards an opponent.
-Balance Mode: His default stats.

Actions:

Multiattack: Adam Kadmon makes four unarmed strikes and casts four spells. If He is wielding a weapon he may make an attack with that in place of an unarmed strike.

Unarmed Strike: Range 5 ft, automatic hit, 1d20+67 HD. Adam's strikes can warp space from their power, and He can use this to His advantage and hit a large area with His blows. Adam may choose to deal His unarmed strike damage to everyone in a 60 ft radius, the die size decreasing by one (d20>d12>d10>d8>d6>d4) for every 10 ft from the center.

Kugelblitz Strike: Range 5 ft, automatic hit, 1000 HD. A special technique utilizing Adam's space-warping power to its fullest potential, Adam makes a strike which causes a singularity to form where He hits, which then violently expands in an unspeakably massive explosion of energy which is shaped into a precise beam by gravitational lensing, focusing the entirety of this power into a beam extending in the direction He aims. This is a power saved for His mightiest opponents, as it is almost always an instant victory. (Remember, Adam is a native of the First World, which was more than the entirety of the current multiverse. This is an attack designed to create obliteration on a cosmic scale by First World standards.)

Equipment:

Robes of the Almighty: A mantle which makes the wearer's supremacy a fundamental axiom, undeniable and self-evident. The wearer adds a bonus to their ability scores equal to the highest of that ability score present. At the DM's discretion they may also gain any notable abilities of those present.

The Eternity Crystal: The bearer of this stone may create any magical effect they can imagine at will. What actions, if any, this uses up may depend on how it is being used. Antimagical effects still affect these spells, but as the Crystal is an endless source of magical power it can likely simply overpower these. If it is in its shattered state it is limited to any effect appropriate to its corresponding school of magic only, but otherwise is no less powerful. The shattered Eternity Crystal can only be reassembled at the prison Adam Kadmon is kept in suspended animation within.

Notes: Adam Kadmon is a major threat to pretty much anything. If you intend to use Him you should be very generous to your players, and opposing Him will not be as simple as walking up and picking a fight. He is best played as more a force of nature than a standard foe, something that will require extensive setup just to stand a chance against. This is especially true if you give Him His artifacts.
 
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This is going to be a long one.

Novatarr, Alpha of the Omega

History: The true history of Novatarr is the history of the First World. Long before the original gods shaped even the original world, there was nothing but the violence of the Primordial Void. Chaos does not describe it, because chaos is merely one force chosen from this endless sea deemed a useful concept for existence. Yet in this seemingly impossible-to-survive environment, life existed still: the leviathans. And among these monsters there was one who was the undisputed master of anything it wished to claim: the one who would come to be known as Novatarr. When the primal gods appeared, and chose to create something from the insanity they were surrounded by, it was only a matter of time before they came into conflict with it. Fearing it was a fight they may not win, they tread carefully, working to build their world from the forces they pulled out of the randomness and forced into shape while avoiding conflict whenever possible. Eventually, however, it came time to create the centerpiece, the world that would be at the center of everything, and that is when the trouble began. Whenever the gods tried to create a world, the monster they feared most would appear to annihilate it. Despite this, they were not upset, for they knew those worlds, beautiful as they were, were still missing something. Once the beast had left, they would pick up the pieces and try again. But no matter how much they tried, they were unable to prevent the destruction of each new world. Some of the gods tried to defeat the monster, but none who tried returned. Eventually, one of the gods, Tharizdun, had an idea. They approached the beast, not with hostility, but friendship, and they granted it the gift of intelligence. Now aware for the first time, it took a liking to the gods and their world, and chose to join them, taking on the name Novatarr. The unique perspective the leviathan-god had turned out to be what allowed the creation of the world the gods wanted, too. It realized that what the world lacked was destruction, to make way for new things, for without it the world would grow stagnant and bloated, unable to change and grow as it should. For a time, all was well. Much happened after that: the corruption of Tharizdun, who had grown to be Novatarr's best friend, by the incarnate force of evil in a bid to gain access to the world, the subsequent shattering of the First World and the creation of the multiverse, and eons of history since. Currently, Novatarr is practically a recluse, with a (relatively, for their stature) small following they care for generously, only interacting with others for one of three purposes. To hunt the followers of Tharizdun, their heartbreak long since having turned to hatred for the thing their friend became, to aid the forces of cosmic Good against Evil, or, when divine consensus authorizes it, to consume a concept that should not exist and erase it from the multiverse. (As they did to the fate 10% of mortals faced at the end of life instead of death, which was so horrific that authorization was given by unanimous vote, or to the Herald Stars. They devoured the Herald Stars without permission, frustrated by the pointless havoc they wreaked on mortals for the self-aggrandizement of Taiia, embodiment of stars. She never forgave them.) They invented the tarrasque, among many other monsters, and are very proud of that.

Personality: Friendly. They find powerful monsters and means of destruction to be by far the most interesting thing there is, a fact which they feel guilty about. They despise worshippers of Tharizdun, seeing their devotion to their friend's corrupted state as an insult to their memory. They genuinely wish to be a positive and helpful force on the multiverse, but they don't have much instinct for it. They dote on their creations like a loving parent with a child.

Appearance: Similar to the tarrasque, but vastly larger and black in coloration. Lean relative to their height, covered in spikes, and has a long tail. They have seven red eyes, three in a triangle on both sides of their head and on centered in the middle. Glows with a strange energy which resembles multicolor flames. In the same way a nuclear explosion resembles a mushroom, or an attacking tiger resembles a kitten. Technically true, but fails to do justice to the power and violence of it.

Mountainous Monstrosity, Neutral Good

Armor Class: 81 (Natural Armor)
Hit Points: 16800 (240d20+12000)
Speed: 2400 ft, 240000 miles earthglide, ∞ flight

Str: 110 (+50)
Dex: 92 (+41)
Con: 110 (+50)
Int: 100 (+45)
Wis: 68 (+29)
Cha: 40 (+15)

Immunities: Damage from sub-deific sources and sub-artifact weapons, fire, cold, acid, radiation, poison, electric
Resistances: Force
Condition Immunities: All (harmful ones)
Proficiencies: Animal handling, arcana, history, nature, perception, religion, survival, technology, metakinesis (special skill that allows for strength to be applied at a distance), expertise athletics and intimidation, triple proficiency medicine and bioshaping (special relating to the modification of living things), Initiative (Yes, they add their proficiency bonus to their initiative bonus)
Proficiency Bonus: +26
Saving Throws: Proficiency all
Senses: Truesight 50 miles, blindsight 10 AU, all normal senses have flawless detail at any range, lifeforce sense and power sense at the same range and quality
Languages: All, Telepathy 1000 ft, Can communicate with all monsters

Alpha of the Omega: All effects Novatarr produces ignore any resistance, immunity, or any other effect which would decrease its effectiveness. Novatarr can hit creatures on adjacent planes of existence. Novatarr crits for triple damage on a roll of 17-20 (86-100 if you use my houserule of deities/deity level beings roll d100)

Divinity: Novatarr is the god of Destruction, Monsters, and Rebirth. They have 44,125 worshippers, 11 held planes, 100,000 primal base, and 23,125 primal flux per day. As a result of their portfolios, Novatarr does double damage on all non-primal attacks (included in attacks), all monstrous beings default to friendly and can be communicated with, and all non-primal healing, resurrection, and other restorative effects Novatarr does have doubled effectiveness. Divine abilities can be found at the bottom of this post.

Primordial Might: Novatarr may spend 100 hit points to automatically succeed on a roll that they could succeed on. If they can't succeed a roll this way they may spend an additional 100 hp per point by which they would fail to succeed, up to their current hp.

Regeneration: Novatarr regains 100 hp per round. This cannot be prevented.

Primal Sharpness: Novatarr's teeth and claws are sharpened by primal, and cut through anything that is not primally reinforced. On a crit they cut through even things which are.

V I O L E N C E: Novatarr possesses a unique energy, VIOLENCE. It appears as something roughly resembling a multicolored flame, with a close look revealing it to be a chaotic superposition of every method of harm in existence. This isn't its true appearance; it's merely the way reality attempts to process an energy it wasn't designed to contain. Novatarr has 40 VIOLENCE dice, which are d6s. They may expend any number of them on a hit to add that much damage, which reoccurs every turn indefinitely. This damage will take the form of whatever is most effective against the target. Not just the best damage type, but taking whatever form most effectively counters the target, with the end goal of destroying them. It will always, at a minimum, do full damage. Novatarr can regain one VIOLENCE die by expending an attack to do so, and regains two VIOLENCE dice whenever anyone in the combat scores a critical hit or falls to 0 hit points. This can increase the number of VIOLENCE dice above the max. After a short or long rest Novatarr resets to 40 VIOLENCE dice.

Spellcasting: Intelligence is Novatarr's spellcasting ability score. Spell save DC 79, +71 to hit. Novatarr knows every damaging or destructive spell, and a few others.
Cantrips (At will)
1 (18)
2 (16)
3 (14)
4 (12)
5 (12)
6 (12)
7 (10)
8 (8)
9 (8)
10 (6)
11 (4)
12 (2)
13 (2)

Innate Spellcasting: These are considered innate abilities of Novatarr, rather than magic
At Will: Gate (with the modifications that it can be up to twice Novatarr's size in ft radius, it has a range of touch, all things can move freely between both sides of it, it can be used as part of an unarmed strike to send a creature to the plane on the other end, and it works by Novatarr literally smashing a hole in the universe), Dividing Driver (Unlimited area), Atmospheric Press (Range touch, it isn't the atmosphere but Novatarr pressing down on them with a limb)

Behemoth: Novatarr may instantly destroy any sub-artifact item or structure they can hit.

Devourer: Anything swallowed by Novatarr ceases to have ever existed.

Actions:

Multiattack: 1 Bite, 2 Claws, 1 Tail, 1 Spines. Novatarr may sacrifice any number of attacks to instead regain one VIOLENCE die. They may make a throw attack in place of a claw attack.

Bite: +76 to hit, reach 1000 ft, 600 ft sphere, 96d20+100 piercing damage. A target reduced to 0 hp by this may be consumed as per Devourer, at Novatarr's discretion.

Claw: +76 to hit, reach 1500 ft, 600 ft sphere, 72d20+100 slashing damage.

Throw: +76 to hit, unlimited range, 60d12+100 bludgeoning damage to the projectile and target. Grappled creatures can be used as a projectile.

Tail: +76 to hit, 1500 ft cone, 72d12+100 bludgeoning damage and a DC 84 Str save or fall prone and be pushed to the edge of the area.

Spines: +76 to hit, 200/300000 miles, 6 300*900 ft cylinders, 60d12+100 piercing damage.


Novatarr, the Original Monster

The true form of Novatarr. This form possesses the full power of the monster that even the oldest and mightiest gods fear. They don't like to use this power, because doing so causes them to regress to the personality they had back when they were just a monster. As far as anyone can tell, they're undefeatable in a direct conflict; even beings of similarly absolute abilities can't compete with their raw power.

Personality: Violent. They like to fight, and love to win. They see themselves as the supreme being of existence, and expect everyone else to treat them as such. What they want they take, and they will accept no challenge to their authority or power.

Appearance: Similar to their suppressed form, but now they seem to distort in size and shape from moment to moment to be best suited for the environment and opponent, and the aura of VIOLENCE around them is now a blazing inferno. If you look close, you can almost see spots where reality breaks down and the true form of the energy can be seen.

Infinite Leviathan, Chaotic Neutral

Armor Class ∞ (Natural Armor)
Hit Points: ∞ (∞ HD)
Speed: ∞ all

Str: ∞ (+∞)
Dex: 110 (+50)
Con: ∞ (+∞)
Int: 150 (+70)
Wis: 90 (+40)
Cha: 90 (+40)

Damage Immunities: All
Condition Immunities: All (harmful ones)
Proficiencies: Animal handling, arcana, history, nature, perception, religion, survival, technology, expertise medicine and intimidation, triple proficiency athletics, metakinesis and bioshaping, Initiative
Proficiency Bonus: +26
Saving Throws: Proficiency all
Senses: Truesight 50 miles, blindsight 10 AU, all normal senses have flawless detail at any range, lifeforce sense and power sense at the same range and quality
Languages: All, Telepathy 1000 ft, Can communicate with all monsters

Alpha of the Omega: All effects Novatarr produces ignore any resistance, immunity, or any other effect which would decrease its effectiveness. Novatarr can hit creatures on adjacent planes of existence. Novatarr crits for triple damage on a roll of 17-20 (86-100 if you use my houserule of deities/deity level beings roll d100)

Divinity: Novatarr is the god of Destruction and Monsters. They have 44,125 worshippers, 11 held planes, 6,600,000 primal base, and 672,125 primal flux per day. As a result of their portfolios, Novatarr does double damage on all non-primal attacks (included in attacks) and all monstrous beings revere them as god-monarch and can be communicated with. Divine abilities can be found at the bottom of this post.

Primordial Might: Novatarr may spend 100 hit points to automatically succeed on a roll that they could succeed on. If they can't succeed a roll this way they may spend an additional 100 hp per point by which they would fail to succeed, up to the maximum hp of their weaker form.

Regeneration: Novatarr regains 1000 hp per round. This cannot be prevented. Not that it'd help you anyway.

Primal Sharpness: Novatarr's teeth and claws are sharpened by primal, and cut through anything that is not primally reinforced. On a crit they cut through even things which are.

V I O L E N C E: Novatarr has 120 VIOLENCE dice, which are d6s. They may expend any number of them on a hit to add that much damage, which reoccurs every turn indefinitely. This damage will take the form of whatever is most effective against the target. Not just the best damage type, but taking whatever form most effectively counters the target, with the end goal of destroying them. It will always, at a minimum, do full damage. Novatarr can regain three VIOLENCE dice by expending an attack to do so, and regains six VIOLENCE dice whenever anyone in the combat scores a critical hit or falls to 0 hit points. This can increase the number of VIOLENCE dice above the max. After a short or long rest Novatarr resets to 120 VIOLENCE dice.

Spellcasting: Intelligence is Novatarr's spellcasting ability score. Spell save DC 104, +96 to hit. Novatarr knows every damaging or destructive spell, and a few others.
Cantrips (At will)
1 (18)
2 (16)
3 (14)
4 (12)
5 (12)
6 (12)
7 (10)
8 (8)
9 (8)
10 (6)
11 (4)
12 (2)
13 (2)

Innate Spellcasting: These are considered innate abilities of Novatarr, rather than magic
At Will: Gate, Dividing Driver, Atmospheric Press (all have the same modifications as in weaker form. Can add strength bonus to damage dealt.)

Alpha Behemoth: Novatarr may instantly destroy anything that exists that they can hit.

Devourer: Anything swallowed by Novatarr ceases to have ever existed.

Supernal: Novatarr knows the words Sin Ku Ry Ep Su, Sharn, Kith, Rrraagh, Temeros, Reheeri, Helidarx, and Vortheon (Apologies for stealing most of these. They might have more, but I can't come up with anything I find satisfactory)

Godkiller Poison: Novatarr's saliva is a venom of transcendent power. Anything exposed to it must make death saving throws as if it were at 0 hit points, except it keeps rolling until it fails enough to kill it instead of stopping if it succeeds.

Actions:

Multiattack: 1 Bite, 2 Claws, 1 Tail, 1 Spines. Novatarr may sacrifice any number of attacks to instead regain three VIOLENCE dice. They may make a throw attack in place of a claw attack.

Bite: +∞ to hit, reach 1000 ft, 600 ft sphere, 192d20+∞ piercing damage and the target is affected by Godkiller Poison. A target reduced to 0 hp by this may be consumed as per Devourer, at Novatarr's discretion.

Claw: +∞ to hit, reach 1500 ft, 600 ft sphere, 144d20+∞ slashing damage

Throw: +∞ to hit, unlimited range, 120d12+∞ bludgeoning damage to the projectile and target. Grappled creatures can be used as a projectile.

Tail: +∞ to hit, 1500 ft cone, 144d12+∞ bludgeoning damage and a DC ∞ Str save or fall prone and be pushed to the edge of the area.

Spines: +∞ to hit, ∞ miles, 6 300*900 ft cylinders, 120d12+∞ piercing damage.

Breath Weapon: Automatic hit, unlimited line or cone extending from Novatarr's mouth, ∞d12 VIOLENCE damage (This does not have the recurring effect of the VIOLENCE dice)


Divine Abilities: Powers which a deity can learn based on their portfolios. The main benefit they have over just using the primal to cast a spell is that they are absolute, so the only way to cancel the effect is what, if any, is outlined in the description or entering a contest of primal with the user. Novatarr has these:

Destroy Soul: 50 flux, targets one mortal who must make a charisma save (Calculate save dc the same way as spell save dc, using a thematically appropriate ability score. Novatarr uses strength, so their saves are DC 84/∞) to resist or have their soul destroyed completely (No coming back, ever).

Weather Shift: 50/100/500/1000/5000/etc flux, Alters the weather on a local/continental/planetary/interplanetary/interstellar/etc scale.

Monstrify: 150 flux, transforms the target into a monstrous version of self. Cha save to resist if unwilling.

Great Hand of Strength: 200 flux, summons a spectral hand 1000 times the size and strength of the users which is under their control.

Mass Death: 200 flux, everyone in a 100 mile^2 radius must save or die.

Mass Life: 400 flux, restores all creatures of Novatarr's choice within a 100 mi^2 radius. They cannot use this in their true form.

Natural Disaster: 500 flux, creates a natural disaster of Novatarr's choosing.

Unnatural Disaster: 1,000 flux, creates a magical disaster on the scale of a natural disaster.

Cosmic Disaster: 2,500 flux, creates an interstellar scale disaster (black hole, gamma ray burst, cosmic string collision, that sort of thing).

Versal Disaster: 7,500 flux, creates a disaster of interdimensional scale (probability crack, anti-maxim, every living being in the universe has a rock of precisely the correct size, weight, and special properties to kill them spontaneously manifest above them and fall on them, etc)

Red Eyes of the Predator: 9,000 flux, Novatarr awakens a secret sense for one minute, and for that period of time everything done for their benefit is an absurd success, and everything done to oppose them is an equally absurd failure. No matter what, everything will conspire to assure Novatarr's utter victory, even when it should be impossible. This cannot be leveraged into vastly greater power on a permanent basis, barring an outside method, which this would be able to help with. (Inspiration for this comes from Obly99's Xochipactli, if you couldn't tell from the fact I practically copied the name of the ability in question.)

Jaws Around Creation: 10,000 flux + 10,000 base, Novatarr may cause anything, up to and including multiversal constants, to be affected by their Devourer trait (and thus erased utterly from ever having been). Remember, it is possible for a being with primal to spend it and resist this, though given how much more primal Novatarr has than almost anything else, only the very strongest will win.
 
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Lore dump!

The two major cosmic players in the multiverse are Cosmos and Chaos (names pending), who represent and rule over good and evil respectively. It's commonly believed that the two are the personifications of those forces, ancient as existence itself. This is wrong. First, they're old to be certain, but in the grand scheme of things the current status quo just settled in. Second, and possibly more important, their forces aren't their source, they are the source of their forces. By existing they are imposing their laws onto creation, and they fight to make their rules the ones everything follows.

Cosmos is essentially what you would expect from the absolute divine force of good. It cares endlessly for all beings, even the most wretched and hateful. It fights for the hope of a world where all the things it cares for will be safe and happy. It's almost surprising how genuine it is; there's no catch or hidden problem, it just loves you and wishes you the best.

Chaos is a fair bit more misunderstood. It's often said that it wishes to cause everything to suffer for eternity. This is true. It's also often said that it hates you. This is false. Chaos loves you. It loves you just as much and as truly as Cosmos. There's just the small issue that Chaos expresses that love through hurting you.

Chaos and Cosmos make each other uncomfortable, really. They're very much alike save that they have an exactly opposite opinion on whether it's desirable to cause suffering. They still love each other, like they love everything, but neither can deny it's unsettling when the other violates your every ideal because it really thinks it's better like that.

Also, as mentioned briefly earlier, Cosmos and Chaos aren't as primordial as most people assume. They're just the latest in the line of beings who possess sufficient Authority (Which could be it's own lore dump, but the short version is it's the innate right to do something, and the more you have the more you can control) to impose their personal philosophies as multiversal constants.

The first one was Novatarr, before the world even existed. In the primordial chaos she imposed the rule of Survival Of The Fittest, and she reigned as the ultimate lifeform, the monster who none could conquer. Currently doing her own thing.

When she ceded the throne, the next ruler was Tharizdun. They imposed the rule of Divine Right Of Kings. They ruled as the one who was best to, and beings were organized into a hierarchy which dictated their inherent authority (small a) over one another. This worked well until Tharizdun started getting corrupt, egged on by the newborn Chaos, and eventually was corrupted into a raving monster who changed their rule to Nothing Matters, End It All. Currently sealed after shattering the First World.

Cosmos is sort of Tharizdun's child. Chaos sort of is also. Cosmic force reproduction is weird. It may or may not have involved another cosmic embodiment called Sofia who Chaos killed and infested with the parasite Yaldabaoth, who's an entire other thing and simultaneously less and more malicious than Chaos depending on how you measure it. Yaldabaoth's rule would be something like Free Will Is Wrong.

Currently, Cosmos and Chaos are vying for supremacy to see whether Cosmos's rule of Maximize Joy, Minimize Harm or Chaos's rule of Minimize Joy, Maximize Harm becomes the dominant one. Currently Cosmos is more dominant, because she had a head start, which is why most people tend towards good, but Chaos is doing better than most would like. Cosmos will rule with absolute benevolence, Chaos will rule with absolute benevolence that is indistinguishable from malevolence.

There's also an ambitious third party in the form of one upstart mortal named Elric Archmagus, who is trying to supplant both. This would be a horrible thing, because Elric is an utterly vile psychopath who finds the idea of other people having value laughable and who doesn't care about anything but power. He is, unfortunately, competent enough that he actually threatens to pull this off eventually, and he's already part of the way there. He collaborates with Chaos, being one of the few who actually communes directly with it occasionally, and the best way to describe that whole affair is "Schrodinger's abusive relationship." Chaos knows he hates it and will betray it, and loves that for him. If he succeeds the result will be (very) arguably worse than Chaos, because Chaos's vision of the world at least involves meaning and maybe even hope, things Elric sees no use for. His rule will be I Am The Only Thing That Matters. No, Not You, Me. He will rule as an omnipotent child torturing small animals.
 

Elric Archmagus, The Archgod
History: Elric is the worst person ever. That's not an exaggeration, he literally is. By some odd quirk of reality, it happens every so often someone shows up who grows to follow a rule even more than the ruler that instated it, and conflicting with them as a result. Tharizdun created Adam Kadmon, who was too kingly to exist in the well-ordered, peaceful hierarchy of the First World and sought to unite all of creation as equal under Him; Cosmos created Lucifer, who was too good to accept that any being should have to accept even the slightest sacrifice or compromise for the collective good and so betrayed her for Chaos, to create a world where selfish egotism was rewarded and everyone could seize the maximum possible happiness for themselves at the expense of others. Chaos's rule created Elric, a man who values nothing but will still take everything from others just for the detached sense of vague satisfaction at having the ability to decide what happens to them, and who will put an end to the struggle between Good and Evil with Nothing At All given the chance.

He had a perfectly good childhood as the only child of wealthy and beloved heroes, who loved and supported him and taught him all the right lessons about responsibility and the difference between right and wrong. He threw it all away in pursuit of power, destroying his home town in the process. What followed was years of travel and study as he sought out and collected more power for himself through whatever means worked, becoming even more corrupt as he grew from a child to an adult.

The tipping point that took him from an unusually monstrous but otherwise standard "evil wizard villain" to a real threat to the entire multiverse came when he mustered up a party of heroes under the pretense of working together to take out their common enemies, proceeding to use them to eliminate obstacles, get access to resources previously out of his reach, and spread his influence. He absorbed the remnants of the organizations his party had exposed and destroyed into one group and used the widespread panic overtaking the public to present himself as a comforting alternative to joining the war between Good and Evil; devote your lives to him and only him, and he'll protect you from the dangerous and frightening world out there. With their worship, along with the knowledge and resources he now had access to, he was able to enact a ritual and propel himself to almost the top of the divine hierarchy, just a rank or two short of the handful of multiversal constants who have existed since the First World. He's currently working to close that gap and making preparations for taking down Chaos and Cosmos and seizing control.

Personality: Rather personable, considering he is the worst person ever. Highly disruptive and irreverent when he can get away with it, but able to make it look funny and charming. Shameless in the extreme. Truly doesn't get that morality is more involved than picking a side like it's a sports team. He knows for a fact that there's no real difference between living and nonliving things and that the soul is just another organ connected to the body. He's willing to sacrifice anything, and wouldn't hesitate to tear out his own eyes, tongue, and heart and offer them up if doing so would get him closer to his goals.

Appearance: He's tall, grown well beyond human limits into a veritable giant. His complexion is unnatural, as if he were carved from marble or even manufactured from some artificial substance. It's perfectly uniform too, in a way living things simply aren't, with the sole exception of his hands. There's an even gradient on his arms, darkening further down, until they terminate in talon-like black hands; they appear tar-like in texture, but remain solid and undisturbed despite looking like they should drip and deform. His eyes are like black disks silhouetted by the kind of light that only appears when a bolt of lightning briefly illuminates a stormy and lightless night, the kind that takes understanding away rather than granting it. The same mocking light shines out of the symbol carved into his forehead, a vertical line connecting to the bottom a semicircle which opens upwards and splitting in two on its other end. If it had a color, it would be as red as the first time you ever bled. His halo is a moon, massive and distant, always hanging in the sky right behind him no matter what angle he's viewed from. He wears nice clothes, the kind a fabulously wealthy noble with an active lifestyle might wear, the kind that says "I can kill you myself or have you killed by the law, and both would be easy." Tendrils of shadowy mist curl and poke from his mouth and the soles of his feet, but dip back inside rather than spread, as they seem ready to do. His shadow moves with no regard for the light or for his actual position, and everything it covers seems utterly swallowed by it. He wears the expression of someone who has nothing to lose and nothing to gain, a self-assurance born from knowing you have nothing you would even want to prove.

Large Humanoid, Unaligned

Armor Class: 126
Hit Points: 6400 (100d10+5400)
Speed: 60 ft, fly 60 ft (hover)

Str: 124 (+57)
Dex: 102 (+46)
Con: 112 (+51)
Int: 150 (+70)
Wis: 100 (+45)
Cha: 104 (+46)

Damage Resistances: acid, cold, fire, lightning, necrotic, poison, radiant, thunder, bludgeoning, piercing, slashing
Damage Immunities: see Divine Blessings (below), poison, nonmagical bludgeoning, slashing, and piercing, righteous, vile
Condition Immunities: Dying, Unconscious, Incapacitated, Stunned, Charmed, Frightened, Exhaustion, Poisoned
Proficiencies: Athletics, Intimidation, Investigation, Perception, Persuasion, Religion, Expertise in Arcana and History
Proficiency Bonus: +26
Saving Throws: Proficient in all
Senses: Truesight 120 ft, X-Ray Vision unlimited range (see X-Ray Vision), see Persistent Hunter, Passive Perception 81
Languages: All
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Divinity: Elric Archmagus is the god of Power, Knowledge, Ambition, and True Freedom. He has 8,000,000,000 worshippers, 100,000 captured souls, 7 held planes, 13 held demiplanes, 40 cathedrals, 500 temples, 1000 sanctuaries, and 110,555 primal base, giving him 121,008 primal flux per day. As a result of his portfolios, his abilities completely overrule any opposing abilities with an equal or lesser investment (so his spells can only be dispelled by higher level spell slots or a higher source of power, his primally-powered abilities can only be contested with a greater amount of primal and nothing else will have any effect, etc), he automatically knows anything more than ten other people know, he progresses in non-primal abilities at double the rate (exp gain is doubled, downtime to acquire skills/abilities is halved), and he has no alignment, fate, or past/future/alternate universe selves. He also gains the standard divine benefits of immunity to poison, disease, starvation, dehydration, suffocation, environmental conditions, and unwilling transformations.

Subsumption: Elric practices the mystical art of subsumption, allowing him to absorb the powers of other beings by ritualistically consuming them. Under normal circumstances this would also cause the minds of the beings he consumes to warp his, but his already-twisted mind and powerful will negate this. If Elric eats the body of a creature he gains access to any traits or actions it had, and if any of their ability scores exceed his he gains their score in that stat. Many of his current abilities are derived from this. The consumed creature does not need to be made of flesh.

Magical Realism: Elric can treat objects and creatures as being the same category for the purpose of targeting spells, and target specific parts of things without the rest when casting a spell that has specific targets.

Defilement: Elric can drain life force to fuel his magic. He can do this to himself, a willing or helpless (incapacitated or charmed) creature, or the environment. For himself or another this means expending any number of hit dice, rolling them and reducing current and max hp by the result, and regaining spell slots of a total level equal to the number of expended hit dice. Draining the environment permanently supernaturally taints a radius equal to ten feet times the combined level of spell slots recovered, killing plants and small animals in the area, rendering the ground fragile and infertile, and halting and polluting rivers and air. Draining from the area further will instead expand the radius. If there's already nothing to drain Elric obviously can't draw power, but he's good at finding valid targets; drop him in a city and he'll steal the life from forges and machines and art. Elric can recover more or higher-level spell slots than he naturally possesses through this method. Absorbing life force requires an action and can generate a maximum number of spell levels per turn equal to Elric's proficiency bonus.

Spellcasting: Elric is a 30th level wizard, 10th level Archmage, 10th level Arcanist, 20th level Nagual. Intelligence is Elric's spellcasting ability score. Spell save DC 104 +96 to hit.
Level 6 (5): Disintegrate, Dragon's Dream, Eyebite, Globe of Invulnerability, Steel Wind Strike, Cone of Mould, Summon Mirth Elemental, Grace of the King in Yellow
Level 7 (5): Limited Wish, Project Image, Tether Essence, Absolute Avoidance, Tactile Illusion, Nuclear Chaos
Level 8 (5): Mind Flay, Power Word: Ignominy, Null Zone, Feeblemind, Dominate Monster, Reality Break, Demiplane, Blamethrower, Gates of Myriddin, Schtick of the Masters, Soulspear
Level 9 (6): Wish, Hellfire, Grotesque, Dispel Hope, Orbs of Torment, Obliviate, Gate, Time Stop, Karma, Saga's End, Surgery IV, Imprisonment, Shapechange, Achroma, Dispel Existence
Level 10 (6): Directed Convulsion of Law, Time-Weave, Power Word: Destroy, Mighty Force, Shattering Word, The Grinding Teeth of God, Arrows of Orichalcum, Erase Time, The Locking of the Gate
Level 11 (6): Entropy Unbound, Manifest Destiny, Annihilation, Sequential Spell, Destiny, Spears of Oblivion, Take What Is Others, Photon Transformation
Level 12 (7): Apocalypse, Doom Inexorable, Summon Personification, Annihilus Strike, Genesis Wave, Molecular Mastery, Celestial Concordance

Sidebar: Weird Magic. Elric looks for power in many different places, and as a consequence of this he is a master of the same kind of weird magic that hags are known to use. This gives him access to a number of mystical abilities outside of the normal rules of magic. Traits and actions like Shadow Magic, Blood Magic, Channel the Wyrd, Organ Revolt, Blood Crystallizing Syllables, and Three Rebirths are examples of what this allows him to do, but should not be assumed to be the full extent of it. As an epic level spellcaster with divine status he possesses incredibly significant magical knowledge and should have access to an unmatched wealth of abilities, up to and including entirely unique systems of magic.

Divine Blessings: Elric has the effects of the following spells on him at all times, made permanent by burning primal base. They can be dispelled, but unless primal base is burned to erase them they will return the next day:
  • Id Insinuation (One target within 60 ft must make a Wisdom save or be incapacitated, they take 1d12 psychic damage at the end of their turn then get another save, lasts as long as Elric concentrates on them, he can keep switching to whoever he wants)
  • Haste (Doubled speed, additional action each turn, +2 AC, advantage on Dexterity saves)
  • Invulnerability (Immune to all damage. It bears reminding that ten points of primal to contest the effect can overpower it and it can be temporarily dispelled to remove it for the whole combat)
  • Planar Invocation (Connect to a nearby plane of existence and manifest spells appropriate to its nature, DC 15+Spell Level Charisma save to cast, DC 10+Spell Level Constitution save to prevent the spell from failing, Elric taking 6d6 damage, and 3d6 rounds of wild magic and no using Planar Invocation before Elric can repeat the save to bring it back under control. Currently connected to the Plane of Time, Elric can switch to the currently closest plane on his turn and maintain that connection indefinitely)
  • Directed Convulsion of Law (Elric and up to six allies are immunized to one natural law, material object, or natural phenomenon, like gravity (allowing free flight) or the existence of a particular wall (allowing him to walk through it). He can change the target once per turn as a free action)
  • One Billion Step
  • Echoes of Eternity
  • Song of Orpheus (All creatures within a 60' radius must make a Wisdom save or Elric gains total emotional control over them. Successful save gives 24 hours of immunity)
  • Euclidean Revocation (Freely warp distance by a factor of 1000 within a 50' radius, can be done at any point in initiative without requiring actions or reactions. Does not need to be consistent, so he can be a thousand feet away from you while you're right in front of him.)
  • Entropy Unbound (Summons a destructive construct that can destroy whatever it's pointed at, including mountains, seas, or anything else; it takes three turns to travel, destroy the target, and return. It's unwieldy, so it can't reliably target individuals, who can always successfully dodge it if they're aware of their surroundings. It normally takes several hours to cast before you can summon it for a few rounds, this lets Elric keep it around to use at-will)
  • Mind's Expanse
  • Apocalypse (At the end of each of Elric's turns, a 100-foot cube centered on a point of his choice within 1 mile experiences an apocalyptic cataclysm. Creatures, objects, and structures within the affected area have their hit point maximums reduced by 50d6. An affected creature can attempt a Constitution saving throw, halving this reduction on a success. A creature that fails this saving throw by 5 or more instead has its hit point maximum reduced by 100d6. This reduction lasts until the spell ends. A creature, object, or structure that has its hit point maximum reduced to 0 in this manner collapses to ashes)
  • Crown of the Akashic Watcher (Omniscience within 20' radius, read the full past of anything in range, as an action force a Charisma save or change a fact about their past, can't prevent them from having entered the radius and large changes attract the kinds of entities who stop powerful spellcasters and gods from doing things like this)

Innate Spellcasting:
(At-will): Haste (as a bonus action), Slow (as a bonus action), Telekinesis (with no upper limit on weight or size), Suggestion (Able to make harmful suggestions), The Creation of Flames, The Calling of Beings from Other Realities, The Guise of Invisibility, The Gift of False Life, The Journeying between Distant Places, The Swaying of Lesser Intelligences, The Foretelling of Future Events, The Sealing and Binding of Ancient Forces

Shadow Magic: Elric can command his shadow to move separately from him. Its body acts as a 2-dimensional Darkness effect (as the spell but only able to hide features, not silhouette) of arbitrary shape and size, it may act separately on Elric's initiative to physically interact with objects/creatures (Possesses the same strength as him, treated as whatever size category it currently covers) or to make an attack roll with +83 to hit, on a success draining 1d20 Strength from the recipient, killing the creature and erasing their body if this reduces its Strength to 0 and lasting until a short or long rest otherwise. Elric can step through his shadow to exit from any other shadow within a mile.

Blood Magic: Anytime Elric takes or deals slashing or piercing damage he gains Blood equal to the damage dealt. When Elric attacks or casts a spell he may spend any amount of Blood to increase the damage it deals by that amount or increase the spell save DC or attack roll by half as much, or he may spend it as a reaction to reduce damage by that amount. Blood is lost after one minute.

Lingua Fundamentalis: Using the "source code" of reality, Elric can alter it. Elric is randomly assigned 20 letters at the end of each long rest (use a bag of Scrabble tiles or something similar). Repeated letters are allowed. Any word he spells out with them is created or happens, or they can be added to and/or replace letters in the names of things he sees to change them. Letters are expended after use. If Elric is unable to speak he may not use this feature, which otherwise requires no actions and functions even in an antimagic field.

Psionics: 40 charges, restores 1d12 charges at the end of every turn. Not magic and therefore ignores antimagic effects and immunities. (Drawn from the Kingdoms & Warfare 3rd party sourcebook, able to use any effect, samples listed below.) Save DC and To Hit is identical to Spellcasting feature.
  • Flay: 60 ft cone, Intelligence save, 1d6 psychic damage per 2 charges spent, half on success.
  • Amplify: 4 charges, For 1 minute all of Elric's melee attacks deal an extra 1d8 psychic damage, +1d8 per every 2 charges spent as a reaction on a hit.
  • Another World: 20 charges, 2 targets within 60 ft must make an intelligence save or swap character sheets.
  • Reflection: 20 charges, creates a copy of one creature within 60 ft which is loyal to Elric and acts directly after him in initiative. It lacks lair/legendary actions and all equipment is nonmagical, but is otherwise identical.
  • Weight: 3 charges + 1 per additional round (concentration), Intelligence save or target either rises 10 feet into the air or has their speed reduced to 10 feet.
  • Forget: 60 ft range, Wisdom save, creature loses a spell it has prepared (5+spell level charges) or loses a proficiency (3 charges), effects last until a long rest.

Antimagic Cone: Elric's eyes create an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Elric decides which way the cone faces and whether the cone is active.

Channel the Wyrd: An alternate, much more dangerous kind of spellcasting, able to do almost anything at great risk to the user. Elric channels the power of an infinite force connecting every untamed wild. When he does so he can cast any spell of any level as an action without requiring spell slots or materials, and after he does he must roll a d6. If the roll is greater than the spell level nothing else happens, if it is equal or lower he suffers a random drastic negative mutation or magical effect as backlash. Every additional turn per day this is used past the first Elric rolls an additional d6 and takes the lowest.

Power of the Mind: Elric can use his own intellect and force of will to manipulate his surroundings, following the same rules as the Power of the Mind optional rule for the plane of Limbo on page 61 of the Dungeon Master's Guide, but on any plane. Doing so on more stable planes is more difficult, and results in a higher DC. The Material Plane might raise the difficulty class by 10, for example. Even higher DCs could allow for increased range and the ability to affect worn/carried or magical items.

Heroic Strength: Elric automatically succeeds on Athletics checks and has an unlimited carrying capacity.

The Awakening (3/Day): Elric adds +20 to the results of any die roll he makes

Impose Reality: By making a DC 35 Wisdom save Elric can enter a state where he decides the result of all die rolls, the weather, the appearance of his surroundings, and anything else he can imagine. Every ten minutes in this state drains 1 Constitution and force another Wisdom save to maintain it, DC 30. This reduces his Hit Point maximum, and if his Constitution reaches 0 he will die. Drained Constitution returns at a rate of one per long rest. Because this ability works by manipulating the dream of reality and primal energy is hyper-real, a primal shield, even a 1 point one, will prevent whatever is inside it from being affected.

Murder Dice: Ten of them, only expended on a 1.

Portent: At the end of each long rest Elric rolls 3d20 and records the results. He also records two additional "rolls" that are automatically a 20 and a 1. He can replace the results of any attack roll, ability check, or saving throw with one of these rolls. He can use each foretelling roll only once.

Ki: Elric has 20 ki points. He may spend them on Flurry of Blows, Patient Defense, Step of the Wind, Stunning Strike, Empty Body, or Quivering Palm.

Sorcery Points: Elric has 20 sorcery points and knows all metamagics.

Psi Points: 86 psi points, psi limit 8, can be spent on Elemental Mastery, Immortal Will, or any Discipline

Supreme Critical: Elric scores a critical hit on a roll of 17-20/81-100.

Bad Luck: Elric experiences a critical failure on a roll of 1-2/1-10

Magical Defense: Elric can add his spellcasting ability modifier to his AC.

Evasion: When Elric makes a Dexterity saving throw against an effect for half damage he takes no damage on a success and half on a failure.

Fear Aura: Any creature hostile to Elric that starts its turn within 30 ft of him must make a DC 80 Wisdom saving throw with disadvantage. On a failed save, the creature is frightened until the start of its next turn. If a creature is immune to being frightened, it must still make the saving throw, but without disadvantage.

Terrifying Glare: Any creature that is Frightened of Elric is also Paralyzed for as long as it is Frightened.

Reactive: Elric can take one reaction each turn in combat.

Magic Resistance: Elric has advantage on saving throws against spells and magical effects, and takes half damage from spells.

Magic Weapons: All of Elric's attacks count as magical.

Overwhelming Power: Damage Elric deals ignores resistance and treats immunity as resistance.

Eradicator: Creatures within 1 mile of Elric have disadvantage on death saving throws. Additionally, every time a creature fails a death saving throw within 1 mile of Elric, its maximum hit points are halved for the next 1d12 days.

X-Ray Vision: Elric can see into and through solid matter, penetrating any amount of wood or dirt, 3 feet of stone, 1 foot of common metal, or 1 inch of lead.

Persistent Hunter: If Elric has smelled or tasted a creature, he can track it anywhere. He will be able to detect its exact location and where it has been previously by scent as long as they are on the same plane, and can detect which plane a creature has travelled to from the site where it shifted.

Incorporeal Movement: Generally, "solid" matter is made of collected nothing, and Elric knows it. Elric can move through other creatures and objects. He takes 5 (1d10) force damage if he ends his turn inside an object.

Slippery: When a creature targets Elric with an attack, roll a d6. On a 6, Elric is unaffected.

Legendary Resistance (5/Day): If Elric fails a saving throw he can choose to succeed instead.
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Actions:

Multiattack. Elric makes any combination of six Unarmed Strike or Environmental Control attacks.

Unarmed Strike. Melee Weapon Attack: automatic hit, reach 10 ft, one target. Hit: 40d6+57 slashing damage.

Implement. Melee Weapon Attack: +83 to hit, reach 5 ft, one target. Hit: 1d4 slashing damage, quickly cross off one part of the target's character sheet, like a trait, action, or ability score; they can no longer use it. The damage and secondary effect of this attack both fully bypass any resistances or immunities.

Environmental Control. Ranged Spell Attack: automatic hit, range anywhere Elric knows of, any number of targets. Hit: 10d10 damage of a type appropriate to the environment, as the area the targets are in warps to assault them. As part of this attack, Elric can change the terrain type between normal and difficult, and create or remove obstructions in the area.

Tall Poppy Syndrome. Ranged Spell Attack: automatic hit, range 120 ft, one target. Hit: The target contracts Tall Poppy Syndrome, taking a penalty to its ability scores, level, and total hit dice equal to the difference between it and the creature with the worst of each that the target could be said to be competing or collaborating with at any given moment. This effect lasts until dispelled by a wish spell, or a similar or stronger effect.

Obliterate. Elric focuses his intent on one creature he can see within 120 ft. At the start of each of its turns, the creature rolls a death saving throw. While under the effects of Obliterate, a creature is incapacitated. The effects last until a creature rolls three successes or three failures. On three failures, the creature dies. On three successes, the effects on the creature end and it is immune to Elric's Obliterate for the next 24 hours.

Empower. The next time Elric would deal damage, he deals maximum damage. This benefit lasts until the end of his next turn or until he next does damage, whichever comes first.

Heart’s Desire. Elric grants a wish for himself or another creature. This typically comes in the form of creating the circumstances for the wish to come true, rather than granting it directly; wishing for a powerful artifact would reveal its location and how to stake a claim for it in a vision, or wishing to kill an enemy would impart a plan capable of doing so. That said, if a sudden coincidence or inexplicable stroke of luck could grant the wish it will do that instead, such as making a terminally ill person quickly recover to full health or making a lock suddenly break and allow passage through. After each use of this power ensures the one who benefited from must choose between experiencing a misfortune at some point in their future slightly lesser to the fortune of having their wish granted or causing a random individual they don’t know to experience a misfortune that is always life-ruining. In the latter case the victim won’t necessarily know the wisher was to blame, but any divination will reveal what happened if the victim expresses suspicion towards the circumstances or asks why they had to suffer.

Organ Revolt: Elric incites a thing's constituent parts to rebel against it. One target Elric can see must roll its maximum Hit Dice. If the result is greater than its current hit points it loses a number of hit points equal to the difference. If the lost hit points are greater than the highest number rolled on the hit dice one of the target's less vital organs (spleen or liver rather than lungs or heart) rips out of them and runs away (5 ft/round), requiring an action to grab it and force it back into place.

Blood Crystallizing Syllables. Elric speaks three arcane syllables. All creatures that sound from Elric can reach (deaf creatures can be affected, but creatures in a vacuum or the area of effect of a silence spell cannot) must make a Constitution saving throw, DC 104. On a failure they take 2d6 slashing damage + 1d6 extra per 20 current hit points they have, or half as much on a success. A creature that failed its save must make a Strength check against a DC of their own Constitution score before they can move or take actions, wasting their turn on a failure and taking 1d4 damage per 40 current hit points on a success. The creature may repeat the Constitution save at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its Constitution save is immune to Blood Crystallizing Syllables for the next 24 hours. Constructs, elementals, and other creatures which do not possess any form of blood are immune.

Three Rebirths. One creature Elric can see within 60 ft must make a Constitution save, a Wisdom save, and a Charisma save, all DC 104. A creature that fails one or more of these saves has, respectively, its body, mind, and spirit changed however Elric chooses. (Mind here refers to intelligence and ability to perceive and process the world around them, while spirit would be core traits; alignment, personality, ideals, bonds, flaws). A creature can willingly fail one of the saving throws to automatically succeed on another one. A creature that succeeds on one of the saving throws is immune to that aspect of Three Rebirths for the next 24 hours.
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Reactions:

Reversal of Fortune. In response to another creature dealing damage to Elric, Elric reduces the damage to 0 and regains 1d6 hit points.

Retaliate. In response to taking damage from a creature, Elric can immediately make an Unarmed Strike attack against it, dealing additional damage equal to the damage it dealt on a hit.
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Legendary Actions: Elric can take 5 legendary actions. Only one legendary action can be used at a time and only at the end of another creature's turn. Elric regains spent legendary actions at the start of his turn.

Attack. Elric makes an Unarmed Strike attack.

Spellcasting (2-4). Elric casts a spell he has prepared. A level 6 spell costs 2 legendary actions, levels 7-9 cost 3 legendary actions, and 10-12 cost 4.

Empower (2). Elric uses his Empower action.
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Divine Abilities:

Amplification: 15 flux, allows Elric to double the effectiveness of an ability used by himself or another. Each use doubles one aspect of the ability, such as damage, duration, range, or some other value. This can be used multiple times at once to amplify multiple aspects of an ability.

Reduction: 15 flux, like Amplification but instead halving an aspect of an ability used by another.

Immunity: 30 flux, allows Elric to make himself immune to something specific, like electricity, extreme temperature, or mind control. He can only have one immunity from this ability at a time and it must target a specific form of danger, rather than something like "damage in general." The immunity lasts until Elric chooses to end it or switch to a new one, and Elric can switch at any point for as many times as he has the primal flux to pay for.

Recognize Potential: 75 flux, this allows Elric to primally theorize very accurately about the possible potential of any person, place, or thing, either as an object of trade, a political ally, or an aid to his personal power.

Sever: 200 flux, severs anything within line of sight, including not only physical objects but also concepts. This can force a soul out from a body, take away a source of power, remove the bonds between people, separate a thing into two copies embodying contradictory qualities of the original, and even excise a target from reality. A saving throw is allowed where applicable.

Burn Out: 500 flux, Elric permanently removes an ability or skill from the target, as well as the potential to ever regain it. The target can make a saving throw with their highest ability score to prevent this.

Higher Omniscience: 10,000 flux 40 base, an improved version of the Limited Omniscience and Enhanced Omniscience powers automatically gained by Lesser and Greater deities, unique to Elric. Higher Omniscience tells Elric absolutely everything about the targeted subject, including the entire "six degrees of separation" as to how it relates to everything else in existence.

Higher Omnipotence: 50,000 flux 60 base, an improved version of the Limited Omnipotence and Enhanced Omnipotence powers automatically gained by Lesser and Greater deities, unique to Elric. Higher Omnipotence is capable of warping reality to create effects that are not only physically impossible, as the lower versions of the ability can, but also logically impossible.

Higher Omnipresence: 100,000 flux 80 base (as well as a 100,000 base investment for the duration of the effect), an improved version of the Limited Omnipresence and Enhanced Omnipresence powers automatically gained by Lesser and Greater deities, unique to Elric. Higher Omnipresence allows Elric to access everywhere in the multiverse simultaneously, and probably reach outside it.

Take: Variable flux, Elric takes something-- an object, a power, a creature, a location, an idea-- away and stores it somewhere of his choosing, such as inside a container, on a scroll, within his power, under his control, or outside of all memory. The cost of this ability is the amount of primal flux it would cost to destroy it with a blast. Ideas usually have a few thousand hit points.
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I'm back, and I finally put together a stat block for Elric Archmagus, the main villain of a significant portion of the story. As you can see, he's a powerhouse with a ridiculous number of options both in and out of combat, and that's before factoring in all of the resources and manpower he has as probably the god with the biggest following. He's got connections with Desolas, Ryethial, and even Chaos itself to draw on too, plus whatever alliances he's managed to make, and between Subsumption and his Ambition domain he can accumulate power just as quickly as the player characters can. The stats given here, somewhat paradoxically, are both weaker and stronger than he'd likely be at the point where he's finally being fought. On one hand, he'll probably have picked up a bunch of new tricks by then that multiply his threat level, but on the other hand, you'll preferably want to sabotage his external sources of primal flux (followers, places of worship, and probably some kidnapped deities) and strip away the blessings he gave himself before you pick a fight so he can't just smite you instantly.

Notes:
Cone of Mould and Summon Mirth Elemental are from Veins of the Earth. So does Organ Revolt.
Grace of the King in Yellow and Nuclear Chaos are from Sandy Peterson's Cthulhu Mythos for 5e
Absolute Avoidance, Blamethrower, Gates of Myriddin, Schtick of the Masters, Saga's End, and Planar Invocation are from Paths of Power and Paths of Power II. Shattering Word, Photon Transformation, Summon Personification, Annihilus Strike, Genesis Wave, Molecular Mastery, Song of Orpheus, Euclidean Revocation, and Annihilation are from Eclipse: The Codex Persona, by the same people.
Directed Convulsion of Law and The Grinding Teeth of God are from Godbound
Arrows of Orichalcum is from The Spellcaster's Bible, and Three Rebirths is inspired by one of the spells in it
Sequential Spell is from The Necromican (sic)
Apocalypse is from the Epic Legacy series
Entropy Unbound, Manifest Destiny, and Doom Inexorable are from Role Aids Archmagic
Channel the Wyrd comes from Into The Weird and Wild
Obliterate and Eradicator are copied from one of the monsters in The Yokai Compendium
 
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Variant Rule - Divine Magnitude

I've mentioned in a couple posts that sufficiently powerful beings in my setting roll a d100 for ability checks, saving throws, and attack rolls. For a while that existed as an out-of-game abstraction for the purpose of maintaining something like bounded accuracy at levels far above normal, but recently I put some more thought into an in-universe justification.

The d100 is reserved exclusively for deities to use when doing something appropriately divine, like facing similarly powerful beings, performing feats that reshape entire worlds, or just dramatically putting a mortal in their place; no one else gets to use it, even if they're powerful enough to compete with gods otherwise. (I might make exceptions for Adam Kadmon and possibly Ryethial, who both break a lot of rules anyway, but even those are a maybe.) This represents the innate power divine beings have to bend causality, even as a passive consequence of their mundane actions.

The critical failure/success range is multiplied by five to have the same odds as before and covers the minimum/maximum possible values to maintain the same connotations (So 1 and 20 become 1-5 and 96-100), but otherwise any value rolled on the d100 is the same as if it had been rolled on a d20. This means deities can punch way above their "weight class" as determined by ability scores.

If two or more gods are fighting they can either all use the d100 or each of them has the option to willingly use the d20 to force another god present to also do so. The latter represents the causal aura of the suppressor being used to cancel out the causal aura of the suppressed. This maneuver is typically done if there's a 1v1 between gods where one is significantly stronger and wants to de-level the playing field, although it can also come into play in the scenario that a god and mortal are facing off and a divine third party who favors the mortal chooses to give them a chance at a fair fight.
 

Variant Rule - Divine Magnitude

I've mentioned in a couple posts that sufficiently powerful beings in my setting roll a d100 for ability checks, saving throws, and attack rolls. For a while that existed as an out-of-game abstraction for the purpose of maintaining something like bounded accuracy at levels far above normal, but recently I put some more thought into an in-universe justification.

The d100 is reserved exclusively for deities to use when doing something appropriately divine, like facing similarly powerful beings, performing feats that reshape entire worlds, or just dramatically putting a mortal in their place; no one else gets to use it, even if they're powerful enough to compete with gods otherwise. (I might make exceptions for Adam Kadmon and possibly Ryethial, who both break a lot of rules anyway, but even those are a maybe.) This represents the innate power divine beings have to bend causality, even as a passive consequence of their mundane actions.

The critical failure/success range is multiplied by five to have the same odds as before and covers the minimum/maximum possible values to maintain the same connotations (So 1 and 20 become 1-5 and 96-100), but otherwise any value rolled on the d100 is the same as if it had been rolled on a d20. This means deities can punch way above their "weight class" as determined by ability scores.

If two or more gods are fighting they can either all use the d100 or each of them has the option to willingly use the d20 to force another god present to also do so. The latter represents the causal aura of the suppressor being used to cancel out the causal aura of the suppressed. This maneuver is typically done if there's a 1v1 between gods where one is significantly stronger and wants to de-level the playing field, although it can also come into play in the scenario that a god and mortal are facing off and a divine third party who favors the mortal chooses to give them a chance at a fair fight.

On paper it sounds plausible. I wonder if, in practice though is it better than say the Advantage mechanic? Or even a limited resource (ie. Legendary Resistance) that can give an automatic success.
 

On paper it sounds plausible. I wonder if, in practice though is it better than say the Advantage mechanic? Or even a limited resource (ie. Legendary Resistance) that can give an automatic success.
That's a good question. I'd imagine they cover different situations; advantage allows the user to consistently score on the upper end of their normal range, while this is less consistent but allows the user to meet values that would typically be outside of what they're able to reach at all.
 

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