GreatestHonor
Explorer
Art by Orioto
God of the Storm. The Fulgurian, it is said, administers the natural laws of Eos from on high, casting judgment on those who would harm the star. Resting at Angelgard in the Astral War's wake, the Stormsender awoke to the pleas of the Oracle Lunafreya.
Avatar of Ramuh
Gargantuan Celestial (Deity), Lawful Good
Armor Class 22 (Natural Armor)
Hit Points 429 (26d20 + 156)
Speed 0 ft., fly 120 ft. (hover)
Initiative 20 (+10)
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 30 (+10) | 22 (+6) | 26 (+8) | 28 (+9) | 20 (+5) |
Saving Throws Str +14, Dex +19, Con +15, Int +17, Wis +18, Cha +14
Skills Arcana +26, History +26, Perception +27, Religion +26
Damage Resistance bludgeoning, piercing, and slashing
Damage Immunities lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Stunned
Senses darkvision 300 ft., truesight 120 ft., passive Perception 37
Languages All, telepathy 300 ft.
Challenge 30 (155,000 XP) Proficiency Bonus +9
Astral Might. Ramuh’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, Ramuh ignores damage resistances and treats damage immunities as resistances.
Astral Nature. Ramuh does not age and cannot be aged by any means. He also do not need to eat, drink, sleep, or breath to survive.
Colossal. Ramuh occupies a 60’ by 60’ space and is 150 feet tall. A Huge-sized or smaller creature can enter his space and must do so to target him with an attack or spell with a reach or range of 30 feet or less.
Godly Caster. Ramuh can cast any at-will spell as a bonus action. In addition, Ramuh can concentrate on up to 2 spells at once. If his concentration is broken, both spells end simultaneously.
Legendary Resistance. If Ramuh fails a saving throw he can expend one unused legendary action to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Ramuh is immune to spells of 3rd level or lower and has Advantage on saving throws against all other spells and magical effects.
Master of Storms. Whenever Ramuh takes lightning or thunder damage, he instead takes none and regains a number of hit points equal to the damage dealt. In addition, Ramuh can pass through any opening large enough for air to pass through without squeezing.
Piercing Attacks. Ramuh ignores AC bonuses granted by any form of cover, including total cover granted by an object less than 300 feet in thickness.
Primal Storm. As a free action, Ramuh can activate or deactivate a powerful storm that remains centered on him at all times. The storm is a cylinder that has a 10-mile radius and is 5 miles tall. While this storm is active, Ramuh can summon one lightning bolt that strikes a point within the storm’s area on initiative count 20. Any creature within 5 feet of this point must succeed on a DC 26 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much on a success. The storm’s area is also filled with strong winds (60 mph), and all creatures have Disadvantage on Wisdom (Perception) checks relying on hearing.
God of Storm (2/Short or Long Rest). If the aspect would be reduced to 0 hit points, it immediately gains all the benefits from long rest, except for replenishing any of this feature’s expended uses. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the Aspect of Ramuh and its God of Storm trait activates.
ACTIONS
Staff of Judgement. Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit. 23 (4d8 + 5) piercing damage plus 14 (4d6) lightning damage. If the target is a creature it must succeed on a DC 22 saving throw or be Stunned until the end of its next turn, or it can spend its bonus action to reroll the saving throw, ending the effect on itself on a success.
Innate Spellcasting. Ramuh’s spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). Ramuh can innately cast the following spells at 5th-level or higher, requiring no components:
At-will: commune (other Astrals only), greater restoration, shocking grasp (6d8)
3/Rest each: bestow curse, chain lightning (6th-level), lightning bolt (6th level), planeshift (self only), remove curse, whirlwind
1/Rest each: astral projection, storm sphere (9th-level), storm of vengeance, teleport
BONUS ACTIONS
Spellcast. Ramuh casts an at-will spell.
REACTIONS
Disrupt Storm Spell. If a creature Ramuh can see attempts to cast a spell such as call lightning, lightning bolt, or another spell or a magical effect that would deal lightning damage or create a weather related effect, Ramuh stops the effects of the spell or magical effect from occurring.
LEGENDARY ACTIONS
Ramuh 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. Ramuh regains spent legendary actions at the start of his turn.
Attack. Ramuh makes one attack against a creature within range.
Lightning Bolt (Costs 2 Actions). Ramuh summons two lightning bolts as described in his trait Primal Storm.
MYTHIC ACTIONS
If Ramuh’s mythic trait is active, he can use the options below as legendary actions for 1 hour.
Spellcast (Costs 3 Actions). Ramuh casts an innate spell.
Judgement Bolt (Costs 3 Actions, 1/Long Rest). Ramuh throws his staff at a point within 600 feet. Any creature within 300 feet of this point must make a DC 26 Constitution saving throw. On a failed save the creature takes 104 (16d12) lightning damage plus 36 (8d8) thunder damage, and is Stunned and Paralyzed until the end of their next turn. On a successful save the creature takes half as much damage and is not Stunned or Paralyzed. A creature in this area further than 150 feet from this point makes the saving throw with Advantage. After using this ability, Ramuh is Incapacitated until the end of his next turn.
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