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<blockquote data-quote="GreatestHonor" data-source="post: 9177653" data-attributes="member: 7042229"><p>[ATTACH=full]336221[/ATTACH]</p><p><em>Picture taken in game by Unknown</em></p><p></p><p style="text-align: center"><strong><u>BAHAMUT</u></strong></p> <p style="text-align: center"><em>The Draconian, God of War, The Bladekeeper</em></p><p></p><p>Bahamut is both a member and the leader of the Hexatheon, the gods of the world of Eos. From within the realm between life and death he surveys and watches over the world, remaining vigilant and protecting it from threats both mortal and divine. In this role, he is uncompromising and ruthless, dispatching any threats through wisdom and influence, and if need be, direct action.</p><p></p><p><strong>Head of the Astrals.</strong> Of all the Astrals, Bahamut is the least known about and the most mysterious. It is known only through myth and legend that he leads the Astrals, overseeing them and the rest of the world. Hat he defeated and slayed Ifrit in the War of the Astrals, laying him asunder upon the Rock of Ravatough. It is also whispered that Bahamut has chosen a king of Lucis to destroy the star scourge which plagues the world. Despite the god’s mysterious nature, he is revered and respected across the world, and feared by many.</p><p></p><p><strong>An Unseen Hand.</strong> Bahamut rarely intervenes in the affairs of the world, either mortal or divine, but when it is required he is immediate and unfaltering in his actions. It is through his vigilance alone that the world has avoided many terrible fates. Often, he chooses capable but unaware mortals to act on his behalf, gently guiding and nudging the world in unobserved ways. Only when this fails or is insufficient does the Draconian directly intervene, a rare event due to his wisdom in selecting mortals.</p><p><img src="https://www.enworld.org/attachments/1599001692326-png.125416/" alt="1599001692326.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong><u>DIVINE AURA</u></strong></p><p>Empowered by its divine maker, the aspect’s mere presence warps the land around it, creating the following effects:</p><ul> <li data-xf-list-type="ul">The aspect is attuned to all matters of combat and warfare. While within 10 miles of the aspect, if a creature wields a weapon, makes an attack roll, deals damage, or forces another creature to make a saving throw, the aspect becomes instantly aware of all involved creatures. While aware of a creature, the aspect knows its general location, creature type, current hit points, and once every minute the aspect can impose Advantage or Disadvantage on the creature's next attack roll (aspect’s choice).</li> <li data-xf-list-type="ul">Within 1 mile of the aspect nonmagical weapons are imbued with a fragment of divine power and ignore damage resistances to nonmagical bludgeoning, piercing, and slashing.</li> <li data-xf-list-type="ul">While within 1,000 feet of the aspect, each of the aspect’s allies gain the benefits of the spell <em>Heroism</em>, gaining 15 temporary hit points. This effect resets once per short or long rest.</li> </ul><p></p><p><strong>Avatar of Bahamut</strong></p><p><em>Gargantuan Celestial (Astral, Deity), Lawful Neutral</em><img src="https://www.enworld.org/attachments/1599001688295-png.125413/" alt="1599001688295.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 24 (Natural Armor)</p><p><strong>Hit Points</strong> 409 (21d20 + 189)</p><p><strong>Speed</strong> 60 ft., fly 180 ft.</p><p><strong>Initiative</strong> 37 (+27)</p><p><img src="https://www.enworld.org/attachments/1599001689306-png.125414/" alt="1599001689306.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>29 (+9)</td><td>29 (+9)</td><td>29 (+9)</td><td>22 (+6)</td><td>30 (+10)</td><td>24 (+7)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599001691083-png.125415/" alt="1599001691083.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws </strong>Str +18, Dex +18, Con +18, Int +15, Wis +19, Cha +16</p><p><strong>Skills </strong>Athletics +18, Acrobatics +18, History +24, Perception +28, Religion +24</p><p><strong>Damage Resistance</strong> bludgeoning, piercing, and slashing; acid, cold, fire, force, lightning, thunder</p><p><strong>Damage Immunities</strong> poison, radiant; nonmagical bludgeoning, piercing, and slashing</p><p><strong>Condition Immunities</strong> Blinded, Charmed, Confused, Deafened, Exhaustion, Frightened, Poisoned, Stunned</p><p><strong>Senses</strong> darkvision 300 ft., truesight 120 ft., passive Perception 38</p><p><strong>Languages</strong> All, telepathy 300 ft.</p><p><strong>Challenge</strong> 30 (155,000 XP) <strong>Proficiency Bonus</strong> +9</p><p><img src="https://www.enworld.org/attachments/1599001692326-png.125416/" alt="1599001692326.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Colossal</em>.</strong> The aspect occupies a 45-foot by 45-foot area and is 60 feet tall. A Huge or smaller creature can enter its space and must do so to target it with an attack or effect with a range or reach of 15 feet or less.</p><p></p><p><strong>Divine Caster.</strong> Any spell of 4th level or lower casted by the aspect is casted as a 5th level spell. In addition, the aspect can concentrate on up to 2 spells at once. If its concentration is broken, both spells end simultaneously.</p><p></p><p><strong>Divine Form.</strong> The aspect is immune to spells of 3rd level and lower, as well as any spell or effect that would alter its form, banish it, or instantly slay it. Moreover, without the aspect’s permission, no spell or magical effect can observe it remotely or detect its thoughts, creature type, or alignment. In addition, the aspect has Advantage on saving throws against spells and other magical effects, and all other spell attack rolls against it have Disadvantage.</p><p></p><p><strong>Divine Might.</strong> The aspect’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, the aspect ignores damage resistances and any temporary hit points a target has, and treats damage immunities as resistances.</p><p></p><p><strong>Divine Nature.</strong> The aspect does not age and cannot be aged by any means. It also does not need to eat, drink, sleep, or breath to survive.</p><p></p><p><strong>Divine Recovery.</strong> At the beginning of each of its turns, the aspect regains 20 hit points and can remove one condition or negative effect that is affecting it, even if it is Incapacitated or Unconscious.</p><p></p><p><strong><em>Legendary Resistance</em>.</strong> If the aspect fails a saving throw it can expend one unused legendary action to succeed instead.</p><p></p><p><strong>Member of the Hexatheon (2/Short or Long Rest)</strong>. If the aspect would be reduced to 0 hit points or slain outright, it immediately gains all the benefits from long rest, except for replenishing any expended uses of <em>Member of the Hexatheon</em>. 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 and its <em>Member of the Hexatheon </em>trait activates.</p><p></p><p><strong><u>DIVINE ACTIONS</u></strong></p><p>The aspect can take 5 divine actions, choosing from the options below. Only one legendary action option can be used at a time and can be used during the aspect’s turn or at the end of another creature's turn. If the aspect would start its turn with any unexpended divine actions, it can choose to use any remaining before the start of its turn. The aspect regains spent divine actions at the start of its turns.</p><p></p><p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +18 to hit, reach 20 ft. or range 120/600, one target. <em>Hit.</em> 31 (4d10 + 9) slashing damage. If the target is a creature, on a successful hit, the aspect can choose one of the following effects:</p><ul> <li data-xf-list-type="ul">The target is moved up to 15 feet in one direction of the aspect’s choice and knocked Prone.</li> <li data-xf-list-type="ul">The target drops one item it is holding of the aspect’s choice.</li> <li data-xf-list-type="ul">The aspect moves up to half of its movement speed without provoking Opportunity Attacks.</li> <li data-xf-list-type="ul">The target is Stunned until the end of the aspect’s next turn.</li> </ul><p><strong><em>Teleport</em>.</strong> The aspect magically teleport to an unoccupied space it can see within 90 feet.</p><p></p><p><strong><em>Godly Command (Costs 2 Actions)</em>.</strong> The aspect chooses up to five allied creatures within 300 feet. Each chosen creature will use its reaction to move up to half of its speed and make one attack against a creature within range or reach.</p><p></p><p><em><strong>Megaflare (Costs 3 Actions).</strong></em> The aspect hurls a mote of divine flame at a point it can see within 1,000 feet. Each creature within 120 feet of this point must succeed a DC 24 Dexterity saving throw, taking 35 (10d6) fire damage plus 35 (10d6) force damage on a failed save, or half as much on a success.</p><p></p><p><strong><em>Multiattack (Costs 3 Actions)</em>.</strong> The aspect makes two <em>Longsword</em> attacks. It can replace one attack with its <em>Innate Spellcasting</em> action.</p><p></p><p><em><strong>Innate Spellcasting (Cost Varies).</strong></em> The aspect’s spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells requiring no components:</p><p></p><p>At-will: <em>commune (other Astrals only), divine smite, greater restoration, magic weapon, searing smite, thunderous smite, wrathful smite</em></p><p>3/Rest each (Costs 2 Actions): <em>banishing smite, bestow curse, cloud of daggers (40 ft. sphere), dimension door (self only), geas (9th level), planeshift (self only), remove curse, staggering smite</em></p><p>1/Rest each (Costs 3 Actions): <em>astral projection, teleport</em></p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><strong><em>Cunning Action</em>.</strong> The aspect takes the Dash or Disengage action as a bonus action.</p><p></p><p><em><strong>Spellcast.</strong></em> The aspect uses its <em>Innate Spellcasting</em> action (At-Will spells only).</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Perfect Parry.</strong></em> The aspect negates the damage(s) and effects of one attack it can see that targets only itself. After negating the attack, if the attacker is within range or reach, the aspect can make one <em>Longsword</em> attack against it.</p><p></p><p><strong><u>MYTHIC ACTIONS</u></strong></p><p>If the aspect’s <em>Member of the Hexatheon</em> trait is active, it can use the option below as a divine action for 1 hour:</p><p></p><p><strong><em>Ultima Sword (Costs 5 Actions, 1/Long Rest)</em>.</strong> The aspect chooses a point within 600 feet and hails down swords in a 180-foot radius around that point. Until the end of the aspect’s next turn, any creature that starts its turn or enters this area must make a DC 24 Dexterity saving throw, taking 77 (14d10) slashing damage plus 77 (14d10) radiant damage on a failed save, or half as much on a success. Any magical barriers of 8th level or lower in this area, such as a wall of force, are destroyed.</p></blockquote><p></p>
[QUOTE="GreatestHonor, post: 9177653, member: 7042229"] [ATTACH type="full" alt="IMG_0698.jpeg"]336221[/ATTACH] [I]Picture taken in game by Unknown[/I] [CENTER][B][U]BAHAMUT[/U][/B] [I]The Draconian, God of War, The Bladekeeper[/I][/CENTER] Bahamut is both a member and the leader of the Hexatheon, the gods of the world of Eos. From within the realm between life and death he surveys and watches over the world, remaining vigilant and protecting it from threats both mortal and divine. In this role, he is uncompromising and ruthless, dispatching any threats through wisdom and influence, and if need be, direct action. [B]Head of the Astrals.[/B] Of all the Astrals, Bahamut is the least known about and the most mysterious. It is known only through myth and legend that he leads the Astrals, overseeing them and the rest of the world. Hat he defeated and slayed Ifrit in the War of the Astrals, laying him asunder upon the Rock of Ravatough. It is also whispered that Bahamut has chosen a king of Lucis to destroy the star scourge which plagues the world. Despite the god’s mysterious nature, he is revered and respected across the world, and feared by many. [B]An Unseen Hand.[/B] Bahamut rarely intervenes in the affairs of the world, either mortal or divine, but when it is required he is immediate and unfaltering in his actions. It is through his vigilance alone that the world has avoided many terrible fates. Often, he chooses capable but unaware mortals to act on his behalf, gently guiding and nudging the world in unobserved ways. Only when this fails or is insufficient does the Draconian directly intervene, a rare event due to his wisdom in selecting mortals. [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [B][U]DIVINE AURA[/U][/B] Empowered by its divine maker, the aspect’s mere presence warps the land around it, creating the following effects: [LIST] [*]The aspect is attuned to all matters of combat and warfare. While within 10 miles of the aspect, if a creature wields a weapon, makes an attack roll, deals damage, or forces another creature to make a saving throw, the aspect becomes instantly aware of all involved creatures. While aware of a creature, the aspect knows its general location, creature type, current hit points, and once every minute the aspect can impose Advantage or Disadvantage on the creature's next attack roll (aspect’s choice). [*]Within 1 mile of the aspect nonmagical weapons are imbued with a fragment of divine power and ignore damage resistances to nonmagical bludgeoning, piercing, and slashing. [*]While within 1,000 feet of the aspect, each of the aspect’s allies gain the benefits of the spell [I]Heroism[/I], gaining 15 temporary hit points. This effect resets once per short or long rest. [/LIST] [B]Avatar of Bahamut[/B] [I]Gargantuan Celestial (Astral, Deity), Lawful Neutral[/I][IMG alt="1599001688295.png"]https://www.enworld.org/attachments/1599001688295-png.125413/[/IMG] [B]Armor Class[/B] 24 (Natural Armor) [B]Hit Points[/B] 409 (21d20 + 189) [B]Speed[/B] 60 ft., fly 180 ft. [B]Initiative[/B] 37 (+27) [IMG alt="1599001689306.png"]https://www.enworld.org/attachments/1599001689306-png.125414/[/IMG] [TABLE width="100%"] [TR] [td][B]STR[/B][/td][td][B]DEX[/B][/td][td][B]CON[/B][/td][td][B]INT[/B][/td][td][B]WIS[/B][/td][td][B]CHA[/B][/td] [/TR] [TR] [td]29 (+9)[/td][td]29 (+9)[/td][td]29 (+9)[/td][td]22 (+6)[/td][td]30 (+10)[/td][td]24 (+7)[/td] [/TR] [/TABLE] [IMG alt="1599001691083.png"]https://www.enworld.org/attachments/1599001691083-png.125415/[/IMG] [B]Saving Throws [/B]Str +18, Dex +18, Con +18, Int +15, Wis +19, Cha +16 [B]Skills [/B]Athletics +18, Acrobatics +18, History +24, Perception +28, Religion +24 [B]Damage Resistance[/B] bludgeoning, piercing, and slashing; acid, cold, fire, force, lightning, thunder [B]Damage Immunities[/B] poison, radiant; nonmagical bludgeoning, piercing, and slashing [B]Condition Immunities[/B] Blinded, Charmed, Confused, Deafened, Exhaustion, Frightened, Poisoned, Stunned [B]Senses[/B] darkvision 300 ft., truesight 120 ft., passive Perception 38 [B]Languages[/B] All, telepathy 300 ft. [B]Challenge[/B] 30 (155,000 XP) [B]Proficiency Bonus[/B] +9 [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [B][I]Colossal[/I].[/B] The aspect occupies a 45-foot by 45-foot area and is 60 feet tall. A Huge or smaller creature can enter its space and must do so to target it with an attack or effect with a range or reach of 15 feet or less. [B]Divine Caster.[/B] Any spell of 4th level or lower casted by the aspect is casted as a 5th level spell. In addition, the aspect can concentrate on up to 2 spells at once. If its concentration is broken, both spells end simultaneously. [B]Divine Form.[/B] The aspect is immune to spells of 3rd level and lower, as well as any spell or effect that would alter its form, banish it, or instantly slay it. Moreover, without the aspect’s permission, no spell or magical effect can observe it remotely or detect its thoughts, creature type, or alignment. In addition, the aspect has Advantage on saving throws against spells and other magical effects, and all other spell attack rolls against it have Disadvantage. [B]Divine Might.[/B] The aspect’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, the aspect ignores damage resistances and any temporary hit points a target has, and treats damage immunities as resistances. [B]Divine Nature.[/B] The aspect does not age and cannot be aged by any means. It also does not need to eat, drink, sleep, or breath to survive. [B]Divine Recovery.[/B] At the beginning of each of its turns, the aspect regains 20 hit points and can remove one condition or negative effect that is affecting it, even if it is Incapacitated or Unconscious. [B][I]Legendary Resistance[/I].[/B] If the aspect fails a saving throw it can expend one unused legendary action to succeed instead. [B]Member of the Hexatheon (2/Short or Long Rest)[/B]. If the aspect would be reduced to 0 hit points or slain outright, it immediately gains all the benefits from long rest, except for replenishing any expended uses of [I]Member of the Hexatheon[/I]. 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 and its [I]Member of the Hexatheon [/I]trait activates. [B][U]DIVINE ACTIONS[/U][/B] The aspect can take 5 divine actions, choosing from the options below. Only one legendary action option can be used at a time and can be used during the aspect’s turn or at the end of another creature's turn. If the aspect would start its turn with any unexpended divine actions, it can choose to use any remaining before the start of its turn. The aspect regains spent divine actions at the start of its turns. [I][B]Longsword.[/B][/I] [I]Melee Weapon Attack:[/I] +18 to hit, reach 20 ft. or range 120/600, one target. [I]Hit.[/I] 31 (4d10 + 9) slashing damage. If the target is a creature, on a successful hit, the aspect can choose one of the following effects: [LIST] [*]The target is moved up to 15 feet in one direction of the aspect’s choice and knocked Prone. [*]The target drops one item it is holding of the aspect’s choice. [*]The aspect moves up to half of its movement speed without provoking Opportunity Attacks. [*]The target is Stunned until the end of the aspect’s next turn. [/LIST] [B][I]Teleport[/I].[/B] The aspect magically teleport to an unoccupied space it can see within 90 feet. [B][I]Godly Command (Costs 2 Actions)[/I].[/B] The aspect chooses up to five allied creatures within 300 feet. Each chosen creature will use its reaction to move up to half of its speed and make one attack against a creature within range or reach. [I][B]Megaflare (Costs 3 Actions).[/B][/I] The aspect hurls a mote of divine flame at a point it can see within 1,000 feet. Each creature within 120 feet of this point must succeed a DC 24 Dexterity saving throw, taking 35 (10d6) fire damage plus 35 (10d6) force damage on a failed save, or half as much on a success. [B][I]Multiattack (Costs 3 Actions)[/I].[/B] The aspect makes two [I]Longsword[/I] attacks. It can replace one attack with its [I]Innate Spellcasting[/I] action. [I][B]Innate Spellcasting (Cost Varies).[/B][/I] The aspect’s spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells requiring no components: At-will: [I]commune (other Astrals only), divine smite, greater restoration, magic weapon, searing smite, thunderous smite, wrathful smite[/I] 3/Rest each (Costs 2 Actions): [I]banishing smite, bestow curse, cloud of daggers (40 ft. sphere), dimension door (self only), geas (9th level), planeshift (self only), remove curse, staggering smite[/I] 1/Rest each (Costs 3 Actions): [I]astral projection, teleport[/I] [B][U]BONUS ACTIONS[/U] [I]Cunning Action[/I].[/B] The aspect takes the Dash or Disengage action as a bonus action. [I][B]Spellcast.[/B][/I] The aspect uses its [I]Innate Spellcasting[/I] action (At-Will spells only). [B][U]REACTIONS[/U][/B] [I][B]Perfect Parry.[/B][/I] The aspect negates the damage(s) and effects of one attack it can see that targets only itself. After negating the attack, if the attacker is within range or reach, the aspect can make one [I]Longsword[/I] attack against it. [B][U]MYTHIC ACTIONS[/U][/B] If the aspect’s [I]Member of the Hexatheon[/I] trait is active, it can use the option below as a divine action for 1 hour: [B][I]Ultima Sword (Costs 5 Actions, 1/Long Rest)[/I].[/B] The aspect chooses a point within 600 feet and hails down swords in a 180-foot radius around that point. Until the end of the aspect’s next turn, any creature that starts its turn or enters this area must make a DC 24 Dexterity saving throw, taking 77 (14d10) slashing damage plus 77 (14d10) radiant damage on a failed save, or half as much on a success. Any magical barriers of 8th level or lower in this area, such as a wall of force, are destroyed. [/QUOTE]
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