GOD RULES: Player's Guide (5e) Kickstarter Pre-Launch Page

Few things stand up to testing in the field. It was for this reason that I ran a full combat with vox machina (using the stats from the reborn campaign book) against Nezha and his associates. The fight lasted just over five rounds. I used 2024 versions of certain spells and creatures, and probably made a few rules mistakes along the way (as I was solo running the whole thing), but overall I do not think it meaningfully affected the outcome.

Setup: Vox Machina came prepared. With some good lore checks, they knew who and what they were dealing with and came up with a plan accordingly. Heroes feast and multiple high level aid spells were cast to buff hp. Inspirations were handed out, a glyph of warding was prepared that would cast concentration free holy aura, and planar ally was used to summon an animal lord (2024 stats) ally for the fight. The bard and druid true polymorphed and shapeshifted into ancient white dragons (2024 stats). Shield other was cast by the artificer on the cleric to protect her, freedom of movement and death wards were placed on key members, and pass without trace allowed the party to get a surprise round on everyone (2 max level monks, 2 rakshasha, 1 marilith, 6 phase spiders) except Nezha, who rolled a 1 on his initiative.

Round 1: Things started out well for the party, with the fighter using action surge and a lucky crit to blast one of Nezha’s brothers apart. Nezha retaliated with two spears to the face, instantly bringing down the fighter, before trapping the rest of the party in a 120 damage wall of fire and detonating a lightning glyph, dealing almost half the hit points of the dragons instantly between the two aoes (LR kept them in dragon form). The rogue teleported through the flame wall using his vestige and with assassinate dealt multiple crits to Nezha’s other brother, nearly ending him immediately. Nezha grabbed him with his sash and dragged him into the fire wall, badly burning him. The artificer tried to dispel the fire wall, but his attempt failed, and he nearly fell unconscious from damage when he walked through it. Nezha used steal to maze the unconscious fighter, effectively killing and removing him from the fight. The bard/dragon flew into the air and breathed ice on everyone, wiping out the spiders and Nezha’s brother, and wearing away at Nezha’s temp hp. The druid/dragon did the same, bloodying the two rahshasha in the process and breaking Nezha’s temp shield. The cleric ran through the fire wall and cast holy aura on her allies using the premade glyph. The ranger with asassinate tore into the marilith with sharpshooter arrows, bloodying her. The barbarian charged in through the wall and with great weapon master dealt massive damage to the demon, neatly dropping her. The animal lord attacked Nezha, but discovered that they were unable to harm him, so finished off the demon instead. The dragons legendary action attacks (2024 shapeshift/true polymorph allows you to use them) had mixed results against Nezha, only sometimes damaging him.

Round 2: Nezha hasted himself and killed the cleric through shield other, death ward, and the vestige save from death ability. He then summoned another rakshasha, and whirlwinded the rogue into the wall of fire, knocking them unconscious. The artificer dispelled the fire wall, then fell to a whirlwind. One dragon breathed again, putting the two original rakshasha at critical hp, while the other pounced on Nezha, scoring a crit and actually drawing blood. The bloodied rakshasha’s killed the downed rogue and artificer out of spite, before the ranger shot them full of arrows, leaving only the recently summoned one standing. The barbarian got in a few lucky great weapon master hits on the demigod, bloodying him. The animal lord engaged the final rakshasha, bloodying them.

Round 3: Nezha started by killing the dragons, forcing the Druid and bard into normal forms. He then triggered another glyph, bloodying the Druid. The bard scrambled to help with a conjured hand of force that did nothing but annoy Nezha, who threw a 12 ton brick onto the druid, burying her under rubble and nearly knocking her out. She shifted into an earth elemental and managed to get out from under it. The animal lord and the ranger finished off the rakshasha, while the barbarian attacked Nezha, further injuring him.

Round 4: Nezha vaporized the bard and druid with a pair of back to back crits with his spear. He fireballed then forcecaged the barbarian, removing him from the fight. The ranger fired some arrows, then was crushed by a critical hit from a gold brick. The animal lord attacked Nehza, but was just as ineffective as before.

Round 5: The animal lord and barbarian were incinerated in Nehza’s flames.

Thoughts: A well geared and prepared party of 8 epic level pcs with a cr20 ally were tpk’d by a single cr24 creature and his cannon fodder allies.

When I look at a creature, I always look at a few things. Is the creature easy to run, does it have interesting and meaningful abilities, and is it fun for the players as well? Running Nezha was surprisingly simple, and his abilities were all interesting and on theme. However I have a couple of issues with the custom mechanics of the fight.

The ridiculous damage output made it impossible to maintain concentration on anything without LR. The damage was so high that several characters only got a single turn before dying. I know elsewhere you have x4 base weapon damage with +3 weapons, but honestly quadrupled martial damage just throws all the math off. You can see this with Nezha himself, his base damage is now almost as high as his sneak attack damage. A lot of abilities that exist to help martial characters reach near fighter damage (barbarian rage damage, sneak attack, hunters mark, paladin smites) will now be left in the dust because they are not getting that base multiplier. I suspect that they get the divine multiplier, but weapons get an x4 base multiplier applied before the divine bonus. I calculated that a fighter with Nezhas setup will do almost 3 times the damage that Nezah does because of this, whereas the gap is much closer between rogues and fighters pre epic. Casters are also left behind unless they get something major to compensate (do casters and warlocks get x4 base damage with cantrips, their weapon equivalent?)

My second pain point is the damage negation. The negation disproportionately affects certain classes and builds, and left several members of the party unable to effectively hurt Nehza. Combined with a generous helping of legendary resistance, and if felt like only certain characters were allowed to participate in the fight. Furthermore I see problems arising when pcs have this threshold as well, as many of Nezha’s minions and allies would not be able to hurt them at all, despite being part of the combat. I would genuinely prefer to have a much smaller amount of damage reduction, reducing incoming damage by a small amount instead of a wall that becomes obsolete once someone gets past the threshold.

Speaking of the minions, the fact that more enemies and reactions are added based on pc numbers instead of the intended CR of the overall encounter is baffling. Unless I am missing something, this means that a single demigod level pc would have an easier fight against Nezha than two quasi deities would, as he would have more allies and reactions against the second group despite both groups having the same effective cr.

I really enjoy many of the ideas in this stat block, but it currently seems overturned. In another thread you said that a demigod should be equivalent to six pcs. This one was fought by 8 fully prepared epic tier pcs plus a cr 20 ally, with advanced knowledge of their foes weaknesses who caught him by surprise. They didn’t even get to his second phase.
 
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Before I get to my justifications, I just wanted to say a BIG, BIG thank you for running this greatly appreciated Just Passing Through.

I know 'at face value' Nezha seems like overkill in this scenario, however, you are missing a few key rules tweaks (covered in the book obviously) I make that affect the game dramatically (not sure if you used the Weapon Damage Boost on the PCs - I note below you are certainly aware of it).

1A. Weapon/Natural Damage gets a boost under God Rules.

In God Rules magic weapons deal an extra die of damage per plus.

e.g. A +3 Longsword now deals 4d8 base damage instead of 1d8+3. A +2 Greatsword would deal 6d6.

NB. I also explain how this affects Energy (such as Flametongue), Slaying (such as Giantslaying) and Sharpness/Vorpal weapons in the book.

So PC damage in these cases will, on average, be notably better.

1B. Monster damage is derived from Hit Dice.

For instance the Animal Lord's total Multiattack dice would be 60% of its Hit Dice (34 HD = 20 total dice of damage where d8's are the average, split across the number of attacks). This then parallels the Magic Weapon boost.

Technically I am not suggesting reworking monster damage (though there are only a dozen CR 20+ official monsters so it wouldn't be too taxing to 'update' those).

1A & 1B. With these changes in place things like Nezha's Damage Threshold become virtually a non-issue for characters within about 3 (Divine) ranks of play = a +12 CR difference. Epic Characters are treated as Divine Rank 0.

2. Characters get one 'good' save per point of Proficiency Bonus.

Therefore characters with +6 Proficiency Score (ie. All epic characters and above would use Proficiency Bonus for all saves)*

*If a PC took the Resilient Feat let them swap that for the usual Ability Score Boost.

Without this change an enemy DC vs a Non-Proficient save becomes a virtual impossibility to save against.

3. Challenge Rating and Throne Room battles.

Nezha (at CR 24 here) is, by himself, a Hard Encounter for six Epic Tier (Divine Rank 0) characters (with the above changes to damage/saves), or three Divine Rank 1 or two Divine Rank 2 characters.

Nezha in his home plane (where he will take Mythic Form and use Lair Actions), by himself, is a Hard Encounter for 10 Epic Tier characters.

Adding his allies in this case is another +3-4 CR, meaning the full fight would be a Hard encounter for 18 Epic Tier PCs.

Any deity has incredible resources and will not be encountered alone against an opposing force (particularly one of multiple characters). So the throne room battle with the extra guards.

Realistically if you want to defeat a lone deity (not on their home plane) you need a party of 6 who are no less than 3 ranks lower. If you want to kill a deity on their Home Plane (where they take Mythic Form) then you probably want the party no less than 2 ranks lower. That's what my testing shows.

1. Defeating Gods is not easy.
2. Gods will not be encountered alone unless they choose to be.
3. Permanently Killing a God (which grants tenfold XP...plus extra benefits from gaining their Wealth) is a massive undertaking likely beyond those not within 'touching distance' (ie. 2-3 ranks) of the deity itself.
4. If a more powerful God invades the realm of a weaker God, the likelihood is that God will escape and/or summon more powerful allies.
5. If weaker Gods (or Heroes) invade a realm of a more powerful God (as in this case), the likelihood is the God will just summon a few subordinate allies to stop it being 'ganged up on'.


Few things stand up to testing in the field. It was for this reason that I ran a full combat with vox machina (using the stats from the reborn campaign book) against Nezha and his associates. The fight lasted just over five rounds. I used 2024 versions of certain spells and creatures, and probably made a few rules mistakes along the way (as I was solo running the whole thing), but overall I do not think it meaningfully affected the outcome.

Without the Damage Increase I can see Nezha's Damage Threshold being a problem.

NB....as explained in the book, characters can Combine Attacks to overcome an enemies Damage Threshold (ie. The First Slash dealing 20 damage might open a gap in the dragon's scales that a second attack can exploit - total damage to determine if the second attack overcomes the Damage Threshold.) Also note the same character can combine multiple attacks in this way.

Setup: Vox Machina came prepared. With some good lore checks, they knew who and what they were dealing with and came up with a plan accordingly. Heroes feast and multiple high level aid spells were cast to buff hp. Inspirations were handed out, a glyph of warding was prepared that would cast concentration free holy aura, and planar ally was used to summon an animal lord (2024 stats) ally for the fight. The bard and druid true polymorphed and shapeshifted into ancient white dragons (2024 stats). Shield other was cast by the artificer on the cleric to protect her, freedom of movement and death wards were placed on key members, and pass without trace allowed the party to get a surprise round on everyone (2 max level monks, 2 rakshasha, 1 marilith, 6 phase spiders) except Nezha, who rolled a 1 on his initiative.

Can't recall offhand if I gave Nezha the Luck feat.

But (again) explained in the book, Combat Reactions (up to Nezha's allowance of 4 in this case) trigger after one enemy has their Action. So it would have been: PC, Nezha Combat Reaction, PC, Nezha Combat Reaction etc. So even losing Initiative he will still get to use Combat Reactions early.

Round 1: Things started out well for the party, with the fighter using action surge and a lucky crit to blast one of Nezha’s brothers apart. Nezha retaliated with two spears to the face, instantly bringing down the fighter, before trapping the rest of the party in a 120 damage wall of fire and detonating a lightning glyph, dealing almost half the hit points of the dragons instantly between the two aoes (LR kept them in dragon form).

...mess with the bull you get the horns. :devilish:

The rogue teleported through the flame wall using his vestige and with assassinate dealt multiple crits to Nezha’s other brother, nearly ending him immediately. Nezha grabbed him with his sash and dragged him into the fire wall, badly burning him.

That's so Cool.

The artificer tried to dispel the fire wall, but his attempt failed, and he nearly fell unconscious from damage when he walked through it. Nezha used steal to maze the unconscious fighter, effectively killing and removing him from the fight.

Note all deities get Limited Wish at will (or Wish at Will from Demigod onward), so these Battlefield Removal type mechanics are only temporarily effective vs. immortals.

The bard/dragon flew into the air and breathed ice on everyone, wiping out the spiders and Nezha’s brother, and wearing away at Nezha’s temp hp. The druid/dragon did the same, bloodying the two rahshasha in the process and breaking Nezha’s temp shield.

Good ploy, Nezha is Vulnerable to Cold damage and he cannot mitigate that.

The cleric ran through the fire wall and cast holy aura on her allies using the premade glyph. The ranger with asassinate tore into the marilith with sharpshooter arrows, bloodying her. The barbarian charged in through the wall and with great weapon master dealt massive damage to the demon, neatly dropping her.

Totally awesome!

The animal lord attacked Nezha, but discovered that they were unable to harm him, so finished off the demon instead.

2d6+14 is terrible epic damage. But he could have used Combined Strikes on Nezha to slash and then slash the same spot (AC +2) again to overcome Nezha's Damage Threshold 30 with the second strike.

...I know that's not explained in the Preview.

The dragons legendary action attacks (2024 shapeshift/true polymorph allows you to use them) had mixed results against Nezha, only sometimes damaging him.

Dragon damage overall needs upped IMO.

2d8+8 + 14 cold vs Nezha averages 31 which would beat his Damage Threshold but low rolls would change that.

Round 2: Nezha hasted himself and killed the cleric through shield other, death ward, and the vestige save from death ability. He then summoned another rakshasha, and whirlwinded the rogue into the wall of fire, knocking them unconscious.

Damn Nezha is a cool, dynamic fight.

The artificer dispelled the fire wall, then fell to a whirlwind. One dragon breathed again, putting the two original rakshasha at critical hp, while the other pounced on Nezha, scoring a crit and actually drawing blood. The bloodied rakshasha’s killed the downed rogue and artificer out of spite, before the ranger shot them full of arrows, leaving only the recently summoned one standing. The barbarian got in a few lucky great weapon master hits on the demigod, bloodying him. The animal lord engaged the final rakshasha, bloodying them.

I liked that Artificer's gumption.

Round 3: Nezha started by killing the dragons, forcing the Druid and bard into normal forms. He then triggered another glyph, bloodying the Druid. The bard scrambled to help with a conjured hand of force that did nothing but annoy Nezha, who threw a 12 ton brick onto the druid, burying her under rubble and nearly knocking her out.

LOL! I love that Big Brick.

She shifted into an earth elemental and managed to get out from under it. The animal lord and the ranger finished off the rakshasha, while the barbarian attacked Nezha, further injuring him.

Great fight.

Round 4: Nezha vaporized the bard and druid with a pair of back to back crits with his spear.

You don't want to be taking Crits from that spear...in hindsight it should maybe be +2 (dealing 9d10 damage).

He fireballed then forcecaged the barbarian, removing him from the fight.

Again, just to note that would only be a temporary setback to an actual deity even one of Divine Rank 1 status.

The ranger fired some arrows, then was crushed by a critical hit from a gold brick.

SPLAT!

...at least the Ranger died rich.

The animal lord attacked Nehza, but was just as ineffective as before.

Round 5: The animal lord and barbarian were incinerated in Nehza’s flames.

Thoughts: A well geared and prepared party of 8 epic level pcs with a cr20 ally were tpk’d by a single cr24 creature and his cannon fodder allies.

The allies were cannon fodder, but durable enough to last a round or two and get in some 'licks' as they say.

When I look at a creature, I always look at a few things. Is the creature easy to run, does it have interesting and meaningful abilities, and is it fun for the players as well? Running Nezha was surprisingly simple, and his abilities were all interesting and on theme.

Thanks. I tried to make it a fun fight.

However I have a couple of issues with the custom mechanics of the fight.

Fire away - although I think I covered most of my responses above.

The ridiculous damage output made it impossible to maintain concentration on anything without LR.

1. Well, in fairness you are taking the most extreme example a CR 24 Striker.

2. Most high level casters I have played with take the feat that allows Advantage on Concentration Checks.

3. Immortal Casters get to divide the damage amount by their Divinity Multiplier before factoring the Concentration DC.

The damage was so high that several characters only got a single turn before dying.

As it should be versus a CR +12/DR +3 opponent.

Note that immortals have their own Mythic Form option so even Divine Rank 1 PC's have this 'safety net'.

I know elsewhere you have x4 base weapon damage with +3 weapons, but honestly quadrupled martial damage just throws all the math off.

In all the high-level games I have played in, Martial Characters gravitate to weapons like Flametongue weapons because of the +2d6 extra damage. My change to Magic Weapon damage is not that big an increase.

Flametongue Weapon = 1d8 + 2d6 = average 11.5
+2 Longsword = 3d8 = average 13.5

You can see this with Nezha himself, his base damage is now almost as high as his sneak attack damage. A lot of abilities that exist to help martial characters reach near fighter damage (barbarian rage damage, sneak attack, hunters mark, paladin smites) will now be left in the dust because they are not getting that base multiplier.

That multiplier applies to all dice (but not bonuses) with Divine Ranks.

E.g. A Divine Rank 2 Quasi-deity Wizard deals x2* spell damage.

*The multiplier is not based on Divine Rank even if they are sometimes the same.

I suspect that they get the divine multiplier, but weapons get an x4 base multiplier applied before the divine bonus. I calculated that a fighter with Nezhas setup will do almost 3 times the damage that Nezah does because of this, whereas the gap is much closer between rogues and fighters pre epic.

Nezha deals 12d10 + 30d10 on a Sneak Attack = 42d10 = 231
whereas a Fighter with 4 attacks would deal 12d10 x4 (48d10) = 264
while a Demigod Wizard using Disintegrate would deal 30d6+120 = 225.

It is possible I made Nezha's spear too powerful, it should maybe only be +2 (given its two unique properties) which would make the damage 9d10 instead of 12d10.

Casters are also left behind unless they get something major to compensate (do casters and warlocks get x4 base damage with cantrips, their weapon equivalent?)

Casters also get the Multiplier when they gain Divine Ranks.

As regards boosting epic casters to match this martial boost, I don't think its appropriate. Casters in 5E are universally seen as the more powerful class option at epic levels. This boost to martials is just bringing them level (IMHO).

My second pain point is the damage negation. The negation disproportionately affects certain classes and builds, and left several members of the party unable to effectively hurt Nehza. Combined with a generous helping of legendary resistance, and if felt like only certain characters were allowed to participate in the fight. Furthermore I see problems arising when pcs have this threshold as well, as many of Nezha’s minions and allies would not be able to hurt them at all, despite being part of the combat. I would genuinely prefer to have a much smaller amount of damage reduction, reducing incoming damage by a small amount instead of a wall that becomes obsolete once someone gets past the threshold.

The Damage Threshold 'wall' is the superior mechanic for combat fluidity. As noted previously you can use the combined strike rule to overcome it.

The Base Damage Threshold is 1/2 Hit Dice, it is designed to intentionally nerf "minion' damage outside of critical hits. Of course what constitutes a 'minion' will vary in each encounter.

Speaking of the minions, the fact that more enemies and reactions are added based on pc numbers instead of the intended CR of the overall encounter is baffling. Unless I am missing something, this means that a single demigod level pc would have an easier fight against Nezha than two quasi deities would, as he would have more allies and reactions against the second group despite both groups having the same effective cr.

The allies are Suggestions and not calculated into the Challenge Rating of the encounter. I suggest they would be there because it makes sense the God would have guards.

Epic Tier characters are not meant to be permanently defeating Demigods (or better) in their home plane. A party of 6 Epic Tier characters might just be able to defeat a lone Demigod outside their Realm.

I really enjoy many of the ideas in this stat block, but it currently seems overturned.

Its possible his spear should only be +2. Other than that I don't think things are overtuned - though I am very interested to hear your opinions after reading this post.

I think you ran a CR 28 encounter (Nezha + Allies + Lair Traits) which my math tells me is a Hard Encounter for 10 Epic Tier PCs.

In another thread you said that a demigod should be equivalent to six pcs.

Yes and equal to 10 on his home plane.

In this case his allies counted as +3-4 CR.

This one was fought by 8 fully prepared epic tier pcs plus a cr 20 ally, with advanced knowledge of their foes weaknesses who caught him by surprise. They didn’t even get to his second phase.

Factoring the allies that was a CR 27-28 encounter (so basically a +1 DR jump), +1 CR for Lair Actions and +3 CR for Mythic Form (the latter not used).

So even without Mythic Form that was a Hard encounter for 10 Epic Tier PCs.

CR 16/DR 1 Hard encounter for 2 Epic PCs
CR 20/DR 2 Hard encounter for 3 Epic PCs
CR 24/DR 3 Hard encounter for 6 Epic PCs
CR 28*/DR 4* Hard encounter for 10 Epic PCs
CR 32*/DR 5* Hard Encounter for 18 Epic PCs

*Though I do not recommend using monsters +16 CR or +4 Divine Ranks higher or better as its too much of a power disparity.

Thanks again for running this - VERY interested to hear your follow-up thoughts.

Takeaways

1. Seems like Nezha is a very fun, dynamic battle. :cool:
2. His allies were not complete pushovers to be casually dismissed.
3. Factoring Allies his Throne room fight is CR 28* (or CR 31** if he uses Mythic Form).

*Approx 10 Epic PCs
**Approx. 16 Epic PCs (18 if it was CR 32)
 


Will folks be able to back this late? I love this product but I'm just not going to have the cash when the Kickstarter ends.

Howdy Micah, I have Late Pledges enabled though (IIRC) they will be £2 more (for the books) than the Kickstarter Price.

Late Pledges should be available for 30 days after the Kickstarter - I could enable them until PDF fulfillment, but I am new to this and not sure what the best thing to do is.

Once the Kickstarter has been fulfilled the Artist Sketch Edition and the Standard 'God-Reaper' Cover versions will be available on DrivethruRPG, albeit fractionally more than the Late Pledge cost.

Kickstarter Backer cost = cheapest
Kickstarter Late Pledge cost = slightly more expensive
DrivethruRPG cost = fractionally more expensive than the Late Pledge cost.
 

Not sure if I have mentioned this offhand at some point but my eyesight has been deteriorating for about 2 years and its been very noticeable these past 6 months. This is due to two factors: recent clouding of the lenses (after my Lens Replacement Surgery in 2014) and a build up of calcium in my eyes due to allergic reaction to that original surgery. I started noticing things were wrong around 2023.

Anyway, I need to have the lenses replaced (which has a much higher risk of complications second time around) followed by YAG laser to clear away the calcium build-up (this second operation is pretty straightforward).

After 5 months of waiting I eventually got to see the consultant/specialist last Friday and looks like we will go ahead with the surgeries sometime in October (dates to be determined). Unless there are complications* I don't expect the surgery to impact the progress on the book by more than a few days, maybe a week at most.

*Lets hope not. 🤞

Which leads into the reason for this post. One of the Kickstarter Backers pointed out that Nezha's eyes were a bit wonky and when I zoomed in I found they were correct. So I have repainted his face (gave him a smirk which fits his character) and made a few tweaks to hands and pose - hopefully for the better. I'll post the revised image below - please let me know if you spot any glaring mistakes and I'll correct them. I have double checked all other images and tweaked a few I thought needed improving.

Chapter 4 Nezha.jpg
 

Not sure if I have mentioned this offhand at some point but my eyesight has been deteriorating for about 2 years and its been very noticeable these past 6 months. This is due to two factors: recent clouding of the lenses (after my Lens Replacement Surgery in 2014) and a build up of calcium in my eyes due to allergic reaction to that original surgery. I started noticing things were wrong around 2023.

Anyway, I need to have the lenses replaced (which has a much higher risk of complications second time around) followed by YAG laser to clear away the calcium build-up (this second operation is pretty straightforward).

After 5 months of waiting I eventually got to see the consultant/specialist last Friday and looks like we will go ahead with the surgeries sometime in October (dates to be determined). Unless there are complications* I don't expect the surgery to impact the progress on the book by more than a few days, maybe a week at most.

*Lets hope not. 🤞
hope all goes well brother
 


IMO, I can see where you're going with Nezha's new eyes, but I honestly prefer the original artwork, just because he feels a little less psychotic. In the new art, he gives off more vibes like a deranged pyromaniac rather than a anti-heroic impossible thief, but that's just me. It still looks cool, though!
 

IMO, I can see where you're going with Nezha's new eyes, but I honestly prefer the original artwork, just because he feels a little less psychotic. In the new art, he gives off more vibes like a deranged pyromaniac rather than a anti-heroic impossible thief, but that's just me. It still looks cool, though!

Thanks for the kind words amigo. Zoomed out the original looked okay to me, but zoomed in there were clear problems with the eyes*.

*Much like myself.

As a Chaotic Neutral Fire God Nezha is a bit of a crazy, mischievous soul. Not sure if you have watched the two Chinese Animated Nezha movies as yet but he is an unpredictable bundle of mischief. I tried giving him the same devilish 'smirk' he has in those movies when he gets up to no good. I may tweak the eyes again though, something about them I don't like.
 

I have not seen those movies, but they're totally on my watch list if I ever get the free time (double majoring is hard lmao)
I do see where you're coming from with the chaos Nezha represents, but IMO it's something with the eyes and new smirk that really crosses the line between "haha, I'm going to prank this old stodgy deity by stealing all of his gold/furniture/weapons" to "haha, I'm gonna slaughter this deity's worshippers in brutal ways cause he didn't get me what I wanted when I wanted it." That's just me, though, so idk

I think keeping the old-non fiery eyes for Nezha's non-Mythic form would be better, and having them burst into flame when he goes Mythic would be really cool imo

P.S I literally just noticed this, but I think another part of the reason why Nexha doesn't look quite right is because I think the new eyes are lopsided/misaligned somehow, but I'm not sure exactly. it just feels off yk.
 

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