```metadata title: New Gods F&H description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{toc,wide # Table Of Contents - #### [{{ The Enlightened One, Valteil}}{{ 2}}](#p2) - #### [{{ The Tormented One, Ronn Chambara}}{{ 3}}](#p3) - #### [{{ Wheels of Torment}}{{ 4}}](#p4) - #### [{{ The Dominating One, Francóis}}{{ 5}}](#p5) - #### [{{ The Endless One, Nilvan}}{{ 6}}](#p6) - #### [{{ Nas'hrah, The Horror from the East, The Doom and Terror of Modern Man}}{{ 7}}](#p7) - #### [{{ The Enlightened One, Betel}}{{ 8}}](#p8) - #### [{{ Le'Garde, The Yellow King}}{{ 9}}](#p9) - #### [{{ Asterisk}}{{ 9}}](#p9) - #### [{{ The Heartless One, Ketsueki}}{{ 11}}](#p11) - ### [{{ The New Fellowship }}{{ 13}}](#p13) - #### [{{ The Tormented One, Ragnvaldr}}{{ 14}}](#p14) - #### [{{ The Enlightened One, Enki}}{{ 15}}](#p15) - #### [{{ The Endless One, Cahara}}{{ 16}}](#p16) - #### [{{ The Dominating One, D’arce}}{{ 17}}](#p17) - ### [{{ Spells }}{{ 18}}](#p18) - ### [{{ Piety }}{{ 19}}](#p19) }} ::::::::::::::::::::::::::::::: {{note,wide ##### Links to other funger content ***Fear & Hunger Bestiary*** https://homebrewery.naturalcrit.com/share/U7DIfhkZUy7G : ***Fear & Hunger NPCs*** https://homebrewery.naturalcrit.com/share/zfkGOhTwHBfQ : ***Termina Bestiary*** https://homebrewery.naturalcrit.com/share/EQDpwg8gD6OE : ***The Contestants*** https://homebrewery.naturalcrit.com/share/k-_VSml4SZFk : ***Moonscorched Contestants*** https://homebrewery.naturalcrit.com/share/DP6lfGtnVM-H : ***Pocketcat*** https://homebrewery.naturalcrit.com/share/vch3PWraZsHn : ***Sylvian*** https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq : ***Gro-Goroth*** https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq : ***Rher*** https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH : ***Vinushka*** https://homebrewery.naturalcrit.com/share/qnf5I9G8VQZZ : ***The God of the Depths*** https://homebrewery.naturalcrit.com/share/QbAAcVgcjtYt : ***The God of Fear and Hunger*** https://homebrewery.naturalcrit.com/share/zSZrw2WrOioz : ***Alll-Mer*** https://homebrewery.naturalcrit.com/share/LHkV6Uu_SQzP : ***Sulfur*** https://homebrewery.naturalcrit.com/share/HzKaBL3S1YJn : ***Logic*** https://homebrewery.naturalcrit.com/share/5YFixak078bR : ***Fear & Hunger OC Creatures*** https://homebrewery.naturalcrit.com/share/0bgV5iO7enIx }} \page {{monster,frame,wide ## The Enlightened One, Valteil *Huge celestial, neutral evil* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 168 (16d12+64) **Speed** :: 0ft., 40 ft. fly (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|8 (-1)|18 (+4)|24 (+7)|14 (+2)|16 (+3)| ___ **Damage Vulnerability** :: Poison **Saves** :: Con +8, Wis + 6 **Skills** :: Arcana +11, Religion +11, History +11 **Condition Immunities** :: blindned, charmed, exhausted, frightened, unconcious **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: Common, Deep speech, **Challenge** :: 12 (8,400 XP) ___ ***Battle of wits.*** As an action a creature can attempt to tell Valteil something he doesnt already know. The creature and Valteil make an opposed arcana check. If the creature wins the contest, Valteil has disadvantage on attack rolls, and on his saving throws to maintain concentration until the end of his next turn, as he ponders the new information . : ***Legendary resistance (1/Day).*** If Valteil fails a saving throw, he can choose to succeed instead : ***Magic Resistance.*** Valteil has advantage on saving throws against spells and other magical effects. : ***Innate Spellcasting.*** Valteil’s innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit). He can cast the following spells without requiring material components. * *At will:* Black orb (4 saves, 8d12), Blindness/Deafness (4 targets), Blood Golem (5th Level), Clairvoyance, Hurting (8d6), Legend Lore, Ray of Enfeeblement, Scrying, Wither and Bloom (5d6) * *1/Day:* Destructive wave ### Actions ***Multiattack.*** Valteil uses Whispers of Gro-Goroth, casts a spell, and then uses headbutt. : ***Headbutt.*** Valteil chooses a point within 10 ft. Each creature within 10 ft. of that point, besides Valteil, must make a DC 17 dexterity saving throw, or take 14 (4d6) bludgeoning damage on a failure or half as much on a success. : ***Whispers of Gro-Goroth (Concentration).*** Valtiei curses a creature within 120 ft. of himself. The target must make DC 19 wisdom saving throw or be cursed for 1 minute. At the start of each of their turns they must make a death saving throw, dying immediately upon accruing three failures. If a creature reaches zero hit points while cursed, they make their usual death saves as well as those from the curse. successful death saves are only tracked once the target reaches zero Hit points. : ***Call Toys. (Recharge 6)*** Valteil magically calls 2d4 Uteruses, 1d4 Lords of Flies or 1 Harvestmen. The called creatures arrive at the start of his next turn, and take their turns immediately after him, acting as allies of Valteil and obeying his spoken commands. The creatures remain for 1 hour, or until Valteil dismisses them as a bonus action. }} {{imageMaskCorner5,--offsetX:-40%,--offsetY:-33%,--rotation:90 ![](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){height:1155%} }} {{imageMaskCorner5,--offsetX:-3%,--offsetY:-33%,--rotation:120 ![](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){height:1155%} }} {{imageMaskCorner5,--offsetX:-17%,--offsetY:-26%,--rotation:110 ![](https://fearandhunger.wiki.gg/images/a/a5/Grand_Library.png){height:55%} }} {{imageMaskCorner5,--offsetX:-17%,--offsetY:-26%,--rotation:110 ![](https://fearandhunger.wiki.gg/images/a/a5/Grand_Library.png){height:55%} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/a7/Valteil.png) {position:absolute,top:600px,right:400px,width:310px} \column {{note ##### [{{ Summoner encounter difficulty}}{{ }}](#p22) }} \page {{monster,frame,wide ## The Tormented One, Ronn Chambara *Medium celestial, Neutral evil* ___ **Armor Class** :: 17 (Unarmored defense) **Hit Points** :: 172 (15d8+105) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|14 (+2)|24 (+7)|11 (+1)|16 (+3)|20 (+5)| ___ **Damage Vulnerability** :: Cold **Skills** :: Performance +13 **Condition Immunities** :: blindned, charmed, exhausted, frightened, Incapacitated, unconcious **Senses** :: darkvision 120 ft., passive Perception 23 **Languages** :: Understands common, but can not speak **Challenge** :: 11 (7,200 XP) ___ ***Divine Rejuvenation.*** When The Tormented One drops to 0 hit points, his body turns to blood and melts away. The Tormented One instantly reappears in the Wheels of Torment, in an unoccupied space within 60 feet of where his first form disappeared. His initiative count doesn't change. : ***Art is suffering.*** When the tormented one takes damage, he gains a d10 bardic insipirtion die. This die may be added to one ability check, attack roll, or saving throw he makes. The tormented one may only have one bardic inspiraton at a time. : ***Blood walker.*** The tormented one can walk on blood as if it were harmless solid ground : ***Relentless (1/Day).*** If The Tormented One takes damage that would reduce him to 0 hit points, he is reduced to 1 hit point instead. : ***Innate spellcasting.*** The Tormented One's spellcasting ability is Charisma (spell save DC 17). The Tormented One can innately cast the following spells, requiring no components: * 1/day: Blade Barrier, Power word pain, Symbol (pain) ### Actions ***Multiattack.*** The Tormented One makes 4 attacks and may cast power word pain. If chains of torment is available the tormented one may use that instead of power word pain. : ***Pummel.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 5) : ***Shoulder Chains.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. The target is grappled (escape DC 17) if The Tormented One isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. The tormented one cannot attack with its shoulder chains while grappling with them. : ***Chains of Torment (recharge 5-6).*** Barbed, hooked chains spring from the air around a target within 120 ft. of the tormented one. The target must make a DC 17 dexterity saving throw. On a failed save the target is restrained as the chains dig into them. A restrained creature may use its action to attempt a DC 17 strength check, escaping on a success. : At the start of their first turn while restrained by the chains the creature takes 11 (2d10) slashing damage, as the chains begin to pull harder on the creature. : At the start of their second turn restrained, the chains rip out of the creature dealing 27 (5d10) slashing damage, and the effect ends. If this damage reduces the creature to zero Hit points their body is torn apart and they die. ### Reactions : ***Deadened nerves.*** When The Tormented One takes damage it may reduce the damage taken by 13 (1d12+7) }} {{imageMaskCorner5,--offsetX:-20%,--offsetY:-20%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/5/5b/Blood_pool_background.png){height:50%} }} {{imageMaskCorner5,--offsetX:-10%,--offsetY:-20%,--rotation:0111 ![](https://fearandhunger.wiki.gg/images/5/5b/Blood_pool_background.png){height:50%} }} {{imageMaskEdge2,--offset:0%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/e/ef/Tormented_One3.png){height:40%} }} \page {{monster,frame,wide ## Wheels of Torment *Huge celestial, Neutral evil* ___ **Armor Class** :: 15 (Natural armor) **Hit Points** :: 172 (15d8+105) **Speed** :: 0ft., 40 ft. Fly (Hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|14 (+2)|24 (+7)|11 (+1)|16 (+3)|20 (+5)| ___ **Damage Vulnerability** :: All **Condition Immunities** :: blindned, charmed, exhausted, frightened, Incapacitated, unconcious **Senses** :: darkvision 120 ft., passive Perception 11 **Languages** :: Understands common, but can not speak **Challenge** :: 7 (2,900 XP) ___ ***Art is suffering.*** When the tormented one takes damage, he gains a d10 bardic insipirtion die. This die may be added to one ability check, attack roll, or saving throw he makes. The tormented one may only have one bardic inspiraton at a time. : ***Pain Gyroscope.*** The wheels of Torment are comprised of 3 rings. 2 spin at great speeds, protecting the tormented one housed in the 3rd and final ring. While both rings spin, the wheels of torment have 3/4ths cover. If only one ring spins they have 1/2 cover. When attacking the wheels of torment, a creature can instead choose to attack a ring. On a hit the Wheels of torment take no damage, but instead the ring ceases to spin until the end of the wheels next turn. ### Actions ***Revolution Tear.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 18 (2d12 + 5) bludgeoning damage and the target must make a DC 17 Constitution saving throw or have its ribs broken : ***Chains of Torment (recharge 4-6).*** Barbed, hooked chains spring from the air around a target within 120 ft. of the tormented one. The target must make a DC 17 dexterity saving throw. On a failed save the target is restrained as the chains dig into them. A restrained creature may use its action to attempt a DC 17 strength check, escaping on a success. : At the start of their first turn while restrained by the chains the creature takes 11 (2d10) slashing damage, and the chains begin to pull harder on the creature. : At the start of their second turn restrained, the chains rip out of the creature dealing 27 (5d10) slashing damage. If this damage reduces the creature to zero Hit points their body is torn apart and they die. }} {{imageMaskCorner5,--offsetX:-20%,--offsetY:-20%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/5/5b/Blood_pool_background.png){height:60%} }} {{imageMaskCorner5,--offsetX:10%,--offsetY:-20%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/5/5b/Blood_pool_background.png){height:60%} }} ![](https://fearandhunger.wiki.gg/images/c/cb/Tormented_One2.png){height:50%} } \page {{monster,frame,wide ## The Dominating One, Francóis *medium celestial, lawful evil* ___ **Armor Class** :: 18 (Organic Platemail / solid gold body) **Hit Points** :: 190 (20d8+100) **Speed** :: 40ft., (Mythic 40 ft. Fly) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |24 (+7)|16 (+3)|20 (+5)|9 (-1)|10 (0)|22 (+6)| ___ **Saves** :: Str +11,Dex +7, Int +3, Wis +4. **Skills** :: Intimidation +14 **Condition Immunities** :: blindned, charmed, exhausted, frightened, Incapacitated, unconcious **Senses** :: darkvision 120 ft., passive Perception 10 **Languages** :: common **Challenge** :: 12 (8,400 XP) ___ ***Divine Rejuvenation.*** When Francóis drops to 95 hit points, his body and weapon turn to molten gold and melts away. Francóis instantly reappears in his Mythic form, in an unoccupied space within 60 feet of where his first form disappeared, and ends all spell effcts on himself. His initiative count doesn't change, and he gains access to all traits and actions with the *(Mythic)* tag. : ***(Mythic) Legendary Resistance (1/Day).*** If Francóis fails a saving throw, he can choose to succeed instead. : ***Fast Stance.*** Francóis adds 1d8 to his initiative roll. : ***Magic Resistance.*** Francóis has advantage on saving throws against spells and other magical effects. : ***Cocky.*** The first time in a round Francóis is dealt 15 damage with a melee weapon attack he must suceed on a DC 15 Wisdom saving throw. On a failed save he has disadvantage on attack rolls against all other creatures, until the end of his next turn. : ***Brute.*** A melee weapon deals one extra die of its damage when Francóis hits with it (included in the attack). : ***Innate Spellcasting.*** Francóis' innate spellcasting ability is Charisma (spell save DC 18). Francóis can innately cast the following spells, requiring no material components: * At will: Burning hands, agnazzar's scorcher ### Actions ***Multiattack.*** Francóis makes 2 solid gold sabre attacks, and then casts one of his spells. : ***(Mythic) Multiattack.*** Francóis casts burning hands, agnazzars scorcher, and attacks with molten spittle. If available, Francóis can replace molten spittle with rivers of gold. : ***Solid gold sabre.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 16 (2d8 + 7) slashing damage + 4 (1d8) fire damage. If the target is a creature, Francóis can choose one of the following additional effects: * The target cannot take reactions until the end of their next turn * The target must make a DC 19 Dexterity saving throw or be knocked prone * The target must make a DC 19 Constitution saving throw or suffer an injury to its arm. : ***(Mythic) Molten spittle.*** *ranged spell attack* +11 to hit, range 30/120ft., one target. *Hit* 26 (4d12) fire damage. : ***(Mythic) Rivers of Gold (Recharge 5-6).*** Francóis magically conjures a river of molten gold, flowing down on a target within 60 ft. of himself. The creature must make a DC 18 dexterity saving throw. On a failed save the target is coated in molten gold and takes 31 (9d6) fire damage. At the end of a coated creature's next turn the creature is restrained as the gold cools and hardens. As an action, the restrained target, or a creature within 5ft. can make a DC 18 Athletics check, bursting the gold coating on a success. The gold can also be attacked and destroyed (AC 18; hp 30; Resistance nonmagical bludgeoning, piercing, and slashing damage; immunity to poison, and psychic damage). ### Reactions ***Parry.*** Francóis adds 4 to his AC against one melee attack that would hit him. To do so, Francóis must see the attacker and be wielding a melee weapon. }} {{imageMaskCorner5,--offsetX:-34%,--offsetY:-28%,--rotation:110 ![](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){height:134%} }} {{imageMaskCorner5,--offsetX:-4%,--offsetY:-51%,--rotation:80 ![](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){height:134%} }} {{imageMakEdge2,--offset:0%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/4/47/Fran%C3%A7ois2.png){height:4%} }} {{imageMaskEdge2,--offset:0%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/d/d7/Fran%C3%A7ois.png){height:31%} }} \page {{monster,frame,wide ## The Endless One, Nilvan *Medium Celestial, Neutral evil* ___ **Armor Class** :: 15 (Natural armor) **Hit Points** :: 142 (19d8+57) **Speed** :: 50ft., ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|20 (+5)|16 (+3)|14 (+2)|24 (+7)|21 (+5)| ___ **Saves** :: Dex +9, Int +6, Wis +11, **Damage Resistances** :: Psychic **Condition Immunities** :: blindned, charmed, exhausted, frightened, dazed. Incapacitated, unconcious **Skills** :: Peception + 11, Pesuasion +9 **Senses** :: darkvision 120 ft., truesight 120 ft., passive Perception 21 **Languages** :: Common, Deep speech **Challenge** :: 11 (7,200 XP) ___ ***Magic Resistance.*** Nilvan has advantage on saving throws against spells and other magical effects. : ***Legendary resistance (1/Day).*** If Nilvan fails a saving throw, she can choose to succeed instead : ***Nimble escape.*** Nilvan can take the Disengage or Hide action as a bonus action on each of her turns. : ***Innate Spellcasting.*** Nilvan’s innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit). She can cast the following spells without requiring material components. * *At will:* Detect Thoughts, Dissonant Whispers, Charm person, Sleep, Fog cloud, Mind Sliver * *3/Day:* Dream * *1/Day:* Sleep (15d8), Mental prison, Planeshift ### Actions ***Multiattack.*** Nilvan makes two attacks. She can replace a single attack with a spell, or waking nightmare. : ***Dream Dagger.*** *Melee or Ranged Weapon Attack:* +9 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit* 7 (1d4 + 5) Piercing damage + 7 (2d6) Psychic dmage. : ***Assail Mind.*** *Melee Spell Attack:* +11 to hit, reach 5ft., one target. *Hit* 11 (1d6 + 7) Psychic damage and the creature must make a DC 19 Wisdom saving throw or be unable to see anything farther than 5 feet away until the end of Nilvan's next turn. If the saving throw fails by 5 or more, the target also falls unconscious until the end of Nilvan's next turn. The target wakes up if it takes damage or if another creature takes an action to shake it awake. : ***Waking Nightmare (Recharge 5-6).*** Nilvan banishes an unconcious creature within 120 ft. of her to the plane of dreams. The creature awakens in a nightmarish version of a location important to them (Such as their chilhood home, or the location of a great personal tragedy) somewhere on the plane of dreams. : The nightmare realm is inhabited by a single *Avatar of Nilvan* and additional creatures which the trapped creature fears most, each of which is within 60 ft. of the creature. The number of creatures in the nightmare have a total CR of up to 11 at most. (For example if their greatest fear was ogres, there would be 5 ogres altogether) If the creature's fears are unknown or too immaterial to be represented by a statblock, the nightmare contains an *Unspeakable Horror* (VRGtR p.250) with all body and limb customizations at once. : Once the *Avatar of Nilvan* is destroyed the creature immediately returns to the material plane, in the exact location it was banished from. }} {{note ##### Replacing "Waking Nightmare" I realize not everyone is going to want to put a PC alone on another map mid-battle and surround them with enemies. In case you are one of those people, replace it with the *illusory dragon* spell (XGE pg. 157) }} {{monster,frame ## Avatar of Nilvan *Medium Celestial, Neutral evil* ___ **Armor Class** :: 15 (Natural armor) **Hit Points** :: 45 (6d8+18) **Speed** :: 30ft., ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|20 (+5)|16 (+3)|14 (+2)|21 (+5)|21 (+5)| ___ **Damage Resistances** :: All **Senses** :: darkvision 60 ft., truesight 60 ft., passive Perception 17 **Languages** :: Common, Deep speech **Challenge** :: 1 (200 XP) ___ ***Dream Anchor.*** When the avatar takes damage, Nilvan takes the same amount of damage. ### Actions ***Disorienting Dream.*** The Avatar targets one creature it can see within 30 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and be dazed until the end of their next turn. {{note ##### [{{ Summoner encounter difficulty}}{{ }}](#p22) }} }} {{imageMaskCorner5,--offsetX:-24%,--offsetY:-48%,--rotation:110 ![](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){height:194%} }} {{imageMaskCorner5,--offsetX:-34%,--offsetY:-28%,--rotation:10 ![](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){height:194%} }} {{imageMaskCorner5,--offsetX:-34%,--offsetY:-48%,--rotation:110 ![](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){height:194%} }} ![homebrew mug](https://preview.redd.it/lnxkhig8pg4b1.jpg?width=889&format=pjpg&auto=webp&s=a9f6474f951a5e654cf8d16f23795dc98b8e860a) {position:absolute,top:705px,right:590px,width:230px} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/ad/Nilvan_portrait.png) {position:absolute,top:675px,right:410px,width:280px} \page {{monster,frame,wide ## Nas'hrah, The Horror from the East, The Doom and Terror of Modern Man *Tiny celestial, chaotic evil* ___ **Armor Class** :: 16 (Natural armor) **Hit Points** :: 182 (28d4+112) **Speed** :: 0ft., 30ft. Fly (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |1 (-5)|18 (+4)|18 (+4)|22 (+6)|9 (-1)|24 (+7)| ___ **Saves** :: Dex +9, Con +9, Int +11, Cha +12 **Condition Immunities** :: blindned, charmed, exhausted, frightened, Incapacitated, unconcious **Skills** :: Arcana +11, Religion +11, History +11, intimidation +12, **Senses** :: darkvision 120 ft., passive Perception 9 **Languages** :: Common, but mostly speaks to insult people **Challenge** :: 13 (10,000 XP) ___ ***Beheaded Wizard.*** Nas'hrah has advantage on saving throws against spells, and any creature making a spell attack against Nas'hrah has disadvantage on the attack roll. If Nas'hrah succeeds on his saving throw against a spell or a spell attack misses him, an additional effect might occur, as determined by rolling a d6: * ***1–2.*** If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only Nas'hrah, it has no effect on him and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. * ***3–6.*** No additional effect. : ***Legendary Resistance (1/Day).*** If Nas'hrah fails a saving throw, he can choose to succeed instead. : ***Divine Fortitude.*** If damage reduces Nas'hrah to 0 hit points, he must make a Constitution saving throw with a DC of 5, unless the damage is from a critical hit. On a success, Nas'hrah drops to 1 hit point instead, and the DC of Divinie Fortitude increases by 5. : ***Spellcasting.*** Nas'hrah is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). he regains his expended spell slots when he finishes a short or long rest. he knows the following spells: : * At will: Immolation, Vicious Mockery (4d4) * 1st-5th level (4 5th-level slots): Agnazzars scorcher (7d8), Black orb (4 saves, 8d12), Blight, blood golem, Burning hands (7d6), Hurting (9d6), * 1/Day each: Abi-Dalzim's Horrid Wilting, Harm, Power word pain, ### Actions ***Multicast.*** Nas'hrah casts Vicious Mockery, and casts another spell : ***Vicious Mockery.*** Nas'hrah hurls insults at a creature within 60 ft. The creature must succeed on a DC 20 Wisdom saving throw or take 10 (4d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. : ***Summon ancient demon (1/Day, Concentration).*** Nas'hrah chooses a 20 by 20 space within 120 ft. that is in complete darkness and is filled with blood or gore. A massive demon appears in that space (using the statistics of a gargantuan Goristro, (MM pg. 59). The demon is allied to Nas'hrah and attempts to kill all other living things it sees. If Nas'hrah loses concentration, the ancient demon dissapears. }} {{imageMaskEdge2,--offset:0%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/9/98/Blood_pit_background.png){height:70%} }} {{imageMaskEdge2,--offset:0%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/f/f6/Darkness4.png){height:50%} }} {{imageMaskEdge2,--offset:0%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/e/e3/Nas%27hrah_portrait.png){height:43%} }} ::::::::::::::::::::::::::: {{note ##### [{{ Summoner encounter difficulty}}{{ }}](#p22) }} \page ![background image](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){position:absolute,bottom:0,right:0,height:1150%} ![homebrew mug](https://fearandhunger.wiki.gg/images/0/09/Artwork6.png) {position:absolute,top:0px,right:0px,width:815px} ![homebrew mug](https://fearandhunger.wiki.gg/images/7/77/Bethel_statue1.png) {position:absolute,top:-0px,right:280px,width:280px} :::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## The Enlightened One, Betel *Medium celestial, lawful neutral* ___ **Armor Class** :: 14 (Mage armor) **Hit Points** :: 117 (18d8+36) **Speed** :: 10ft., 30 ft. fly (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|13 (+1)|14 (+2)|25 (+7)|24 (+7)|18 (+4) ___ **Saves** :: Int +11, Wis +11 **Skills** :: Arcana +15, History +15, Insight +15, Medicine +15, Nature +15, Perception +11, Religion +15, **Damage resistances** :: psychic **Condition Immunities** :: blindned, charmed, deafened, unconcious, Incapacitated, unconcious **Senses** :: blindsight 75 ft. (blind beyond this radius), passive Perception 21 **Languages** :: Abyssal, Common, Deep spech, Lizardman, Vermin **Challenge** :: 10 (5,900 XP) ___ ***Legendary resistance (3/Day).*** If Betel fails a saving throw, he can choose to succeed instead : ***Hollow.*** If Betel takes thunder damage, each creature within 30 ft. of him of his choice must make a DC 15 wisdom saving throw or take half that damage. : ***Betel's heart*** Whenever Betel takes damage from a spell, the damage is reduced by 1d10. : ***Innate Spellcasting.*** Betel’s innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit). He can cast the following spells without requiring material components. * *At will:* Detect Thoughts, Feign Death, Intellect Fortress, Legend Lore, Mage Armor, Shield * *3/Day:* Counterspell ### Actions ***Multiattack.*** Betel attacks up to four creatures with starving light, and may use Take. Betel may replace two starving light attacks with one impart knowledge attack. : ***Impart Knowledge.*** *ranged spell attack* +11 to hit, range 40/120ft., one target. *Hit* 19 (5d4 + 7) psychic damage. If the target takes 10 or more damage from this attack they must make a DC 19 Intelligence saving throw or be knocked prone. : Once a creature takes damage from impart knowledge they are immune to it for 24 hours. : ***Starving light.*** *ranged spell attack* +11 to hit, range 40/120ft., one target. *Hit* 12 (1d8 + 7) radiant damage. If the target is within 10 ft. of betel, they take an additional 4 (1d8) radiant damage. : ***Take.*** Betel forces a creature within 5 ft. to make a DC 19 constitution saving throw. On a failed save the target takes 5 (2d4) piercing damage and loses a random damage resistance or immunity for the next 24 hours. For the Next 24 hours Betel gains that resistance or immunity. : ***Exponential Expansion. (1/Day)*** Btel magically creates a pile of books centred on a point within 70 ft. Each creature in a 20-ft.-radius, 40-ft.-high cylinder centered on that point must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) bludgeoning damage, is knocked prone, and is buried under the books. On a successful save, a creature takes half as much damage and is pushed out of the area, to the nearest unnocupied space. : A buried creature has the restrained condition, has total cover, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a DC 17 Strength (Athletics) check. On a successful check, the buried creature is no longer prone or restrained. ### Legendary Actions (3 actions) ***Move.*** Betel moves up to his speed : ***Read up*** Betel gains advantage on his next Intelligence or wisdom saving throw. : ***Learn (2 Actions).*** The creature nearest to Betel must make a DC 19 Intelligence saving throw. On a failed save Betel gains all of the targets Class features and known spells for the five turns. If there are multiple creature equally close to betel, he chooses the target. {{note ##### **Credit:** Goober145 }} }} \page {{monster,frame,wide ## Le'Garde, The Yellow King *Medium Celestial, lawful evil* ___ **Armor Class** :: 17 (Natural armor) **Hit Points** :: 172(15d8+105) **Speed** :: 50ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |24 (+7)|20 (+5)|24 (+7)|24 (+7)|24 (+7)|18 (+4)| ___ **Condition Immunities** :: blindned, charmed, dazed, exhausted, frightened, Incapacitated, unconcious **Senses** :: darkvision 120 ft., passive Perception 20 **Languages** :: Common **Challenge** :: 15 (13,000 XP) ___ ***Legendary resistance (3/Day).*** If Le'Garde fails a saving throw, he can choose to succeed instead : ***Magic Resistance.*** Le'Garde has advantage on saving throws against spells and other magical effects. : ***Coinflip.*** Le'Garde starts combat without Salvation being charged. At the end of Le'Garde's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Salvation recharges. : ***Innate Spellcasting.*** Le'Garde’s innate spellcasting ability is Intelligence (spell save DC 20, +12 to hit). He can cast the following spells without requiring material components. * *At will:* Hurting (8d6), Black orb, Mass Healing Word 14 (3d4 + 7), Sword Burst (4d6), Zephyr strike. * 1/Day each: Crusader's mantle, Steel wind strike {{note ##### [{{ Summoner encounter difficulty}}{{ }}](#p22) }} ### Actions ***Multiattack.*** Le'Garde makes two butterfly edge attacks, follows up with leg sweep, and then casts Mass Healing Word. : ***Butterfly Edge.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 13 (1d10 + 7) The creature must make a DC 15 Constitution saving throw or suffer an arm injury : ***Leg Sweep.*** Le'garde sweeps his blade in a 15 ft. cone, or all spaces within 5 ft. of him. Each creature in the area must make a DC 20 Dexterity saving throw taking 14 (4d6) slashing damage, and suffering a leg injury on a failed save, Or half as much damage on a success. : ***Salvation (Recharge: Coinflip).*** Le'Garde touches a creature within 5 ft. The creature must make a DC 20 constitution saving throw. On a failed save the creature takes 10d10 radiant damage, and their eyes burn away as holy rays burst from their eyes, permanently blinding them. On a succesful save the creature takes half as much damage and is blinded until the end of their next turn. : A creature's eyes can be restored by the regenerate spell. ### Legendary actions (3 Actions) Le'Garde can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Le'Garde regains spent legendary actions at the start of his turn. : ***Move.*** Le'garde Moves up to his speed : ***Spellcasting. (Costs 2 Actions).*** Le'garde casts one of his spells : ***Create Asterisks (Recharge: 6).*** Le'Garde creates up to 5 Asterisks in unnocupied spaces he can see within 60 ft. of himself. The Asterisks follow all of Le'Garde's mental commands, and takes their turn immediately after Le'Garde. Le'Garde cannot have more than 5 Asterisks created at a time. }} {{monster,frame,wide ## Asterisk *Tiny Construct, unaligned* ___ **Armor Class** :: 20 (Natural Armor) **Hit Points** :: 30(12d4) **Speed** :: 0ft., 60 ft. fly (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |4 (-3)|20 (+5)|10 (0)|3 (-4)|3 (-4)|1 (-5)| ___ **Saves** :: Str -1. Dex +7, Con +2 Int -2, Wis -2, Cha -3 **Condition Immunities** :: blindned, charmed, exhausted, frightened, dazed, Incapacitated, unconcious **Senses** :: blindsight 120 ft. (blind beyond this radius), passive Perception 6 **Languages** :: Understands the laguages of its creator, but cannot speak **Challenge** :: 4 (1,100 XP) ___ ***Magic Resistance.*** The Asterisk has advantage on saving throws against spells and other magical effects. : ***Flyby.*** The Asterisk does not provoke opportunity attacks. : ***Avoidance.*** If the Asterisk is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. : ### Actions ***Asterisk.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 7 (1d4 + 5) Force damage ### Reaction ***Redirect Attack.*** When a creature the Asterisk can see targets one of the Asterisk's allies, the Asterisk can force the attack to hit it instead, so long as the Asterisk is within 5 ft. of the target. }} \page {{imageMaskCenter2,--offsetX:0%,--offsetY:-10%,--rotation:-01 ![](https://fearandhunger.wiki.gg/images/f/fd/Floor_background.png){height:70%} }}![homebrew mug](https://fearandhunger.wiki.gg/images/8/86/Yellow_King2.png) {position:absolute,top:450px,right:103px,width:600px} }}![homebrew mug](https://fearandhunger.wiki.gg/images/5/54/Kaiser.png) {position:absolute,top:250px,right:190px,width:340px} \page {{monster,frame,wide ## The Heartless One, Ketsueki *Medium Celestial, lawful neutral* ___ **Armor Class** :: 20 (the darkness) **Hit Points** :: 161 (17d8+85) **Speed** :: 60ft., fly 120 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|24 (+7)|20 (+5)|11 (0)|20 (+5)|21 (+5)| ___ **Saves** :: Str +8, Int +6 **Skills** :: Athletics +8, Acrobatics +13 **Damage Resistances** :: All **Condition Immunities** :: blindned, charmed, dazed, exhausted, frightened, Incapacitated, unconcious **Senses** :: darkvision 120 ft., passive Perception 15 **Languages** :: Common **Challenge** :: 21 (33,000 XP) ___ ***Duelist.*** The heartless one cannot resist a challenge. The first creature to challenge her in any way is considered her *duelist.* At the start of her turn, if The Heartless One doesnt have a duelist she forces a creature of her choice within 120 ft. of her to make a DC 19 Charisma saving throw. On a failure the creature becomes her duelist. The Heartless One can only have one duelist at a time, ending when either her, or her duelist dies. : The duelist ignores The Heartless One's damage resistances, and The Heartless One has advantage on all attack rolls against her duelist. : ***Magic Resistance.*** The Heartless One has advantage on saving throws against spells and other magical effects. : ***Legendary resistance (3/Day).*** If The Heartless One fails a saving throw, she can choose to succeed instead : ***Charm of the Yggaegetsu.*** The Heartless One's attacks are critical hits on a roll of 19-20 : ***Red Vitrue.*** The Heartless One's sword is a +3 weapon. : ***Coinflip.*** The Heartless One starts combat without Bloodrose Assault being charged. At the end of The Heartless One's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Bloodrose Assault recharges. ### Actions ***Multiattack.*** The Heartless One makes two Soul Strike attacks, and if her wings are unfurled, she may use Rain of Feathers. : The Heartless One may replace one soul strike with either curse of light, or pillar of light : ***Soul Strike.*** *Melee Weapon Attack:* +16 to hit, reach 5ft., one target. *Hit* 19 (2d8 + 10) force damage : ***Curse of Light.*** A creature of The Heartless one's choice within 120 ft. of her to make a DC 19 Wisdom saving throw or take 13 (2d12) radiant damage and become cursed. While cursed in this way a creature is unable to see anything further than 30 feet away, instead only seeing blinding white beyond. : ***Pillar of Light.*** A column of divine light roars down from the heavens. Each creature in a 20-foot radius, 40-foot-high cylinder centered on a point within 120 ft. of the heartless one must make a DC 19 Constitution saving throw. A creature takes 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. : ***Rain of Feathers (only if wings are unfurled).*** Each creature in a 60-foot cone must succeed on a DC 19 Dexterity saving throw. A creature takes 13 (3d8) slashing damage on a failed save, or half as much damage on a successful one. ### Legendary actions (3 Actions) The Heartless One can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Heartless One regains spent legendary actions at the start of his turn. : ***Move.*** The Heartless One moves up to her speed : ***Soul Strike (Costs 2 Actions).*** The Heartless One makes one Soul Strike attack. : ***Curse of light (Costs 2 Actions).*** The Heartless One uses curse of light : ***Bloodrose Assault (Recharge: Coinflip).*** The Heartless One makes four Soul Strike attacks. : ***Bloodrose Vines (Costs 2 Actions).*** Thorny bloodrose vines quickly grow over a target within 120 ft. who does not have all of its hit points. The target must make a DC 19 Strength or Dexterity saving throw (Target's choice) An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. A creature affected by this ability makes another Strength or Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it. : ***Unfurl Wings (Costs 3 Actions).*** The heartless one gains access to her fly speed and Rain of Feathers action. }} {{note ##### Might have gone overboard here If you want the heartless one to be a more reasonable CR theres a few options. Dropping her hp down to 149 and removing the +3 from her sword brings her to CR 19 (22,000 XP) : ***Soul Strike.*** *Melee Weapon Attack:* +13 to hit, reach 5ft., one target. *Hit* 16 (2d8 + 7) force damage : Another option is to remove her damage resistances, which brings her to a 17 (18,000 XP), though this kind of ruins the duelist mechanic that was meant to emulate the game without making 3/4ths of the party unable to play. }} \page {{imageMaskCenter2,--offsetX:0%,--offsetY:-10%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){height:70%} {{imageMaskCenter13,--offsetX:0%,--offsetY:120%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){height:100%} }} }}![homebrew mug](https://fearandhunger.wiki.gg/images/c/cf/Heartless_One2.png) {position:absolute,top:390px,right:90px,width:540px} \page ## The new fellowship ### The tormented one The Tormented one is a lesser known deity. Those who do know of him don't perform rites to worship him, but instead to appease, or ward him off. When the Tormented one discovers a person who needs his help or a person with great potential he blesses them freely, removing sources of joy from their life such that they may be stronger. Blessings range from taking away a child's favorite toy or pet, in the hopes that they focus their time and energy on more practical pursuits, to taking away a person's loved ones, so the pain of loss may drive them to greater heights, as it did for the tormented so long ago. : Most who do know of the Tormented one do not covet these blessings and teach their children never to appear too happy, well off, or physically weak, lest they draw the "helpful" hand of the tormented. In more fearful communities frivolous pursuits like dancing, or playing are entirely prohibited, and special occasions such as weddings and birthdays are muted affairs. No matter the community however, all who know of the tormneted know to never reamain outdoors during an eclipse, for the Tormented loses even his slim form of kindness during this time. The few foolish enough to not heed this warning are not seen again. : ### The enlightened one The Enlightened one is a nearly unknown being who is said to reside in a library of immense knowledge, deep within the fallen city of the gods. The library is said to contain histories long forgotten, magicks long lost, and even the secrets of the creation of life itself. Sadly for the seekers of this knowledge, the Enlightened one has transformed the city into a place of horrors with his rituals and experiments. Living humans caught in the city are submerged into vats of thick black sludge and removed as mishappen monstrosities, torn apart by guests invited from beyond the green, or drained of blood over pits full of black sludge in order to see what will be born from the mixture. : The Enlightened himself is either insane, or merely so misanthropic that he will cause harm to any tresspassers on sight. He shares knowledege without heeding if mortals can handle it, driving them insane as the knowledge is forced into their mind, all in the hopes that they may be able to provide some new insight on a problem he faces. The only hope of survival in the library would be to wait until the enlightened one is elsehere in the planes, seeking answers to questions only he has asked, or by managing to teach the millenia old god of knowledge something new in his field of study. Even then this risks offending him, and one would do well not to insult a god. : ### The dominating one The Dominating one wages war across the world under the banner of the midnight sun, grinding all opposition into nothing. Any city that does not pay her homage is in opposition to her, and any city too great in her eyes is as well, no matter the praise they heap upon her. Where she passes, cities and civilization are reduced to stone age tribes, their champions kidnappped and forced into penance armor so that they may repent on the battlefield, becoming the frontline in her conquests. : Besides being supplemented by slave soldiers, her troops are also supported by an elite masked guard who never speak and who the Dominating one keeps a few of close at all times, despite not needing guards. There are whispers among her war camps that these men bear a striking resemblence to the former captain of the Midnight Sun. : The Dominating one is a phenomenal commander, but despite that she fears deep down that her reliance on others to accomplish her goals makes her weak. She also fears her fellow new gods as they have the power to challenge her dominion, as well as the idea that a new fellowship will sit upon the throne and end her dominion over the world. ### The endless one The Endless one represents freedom, following no law and laying no roots. He does not intervine in the world of man in any great way, as he will not sacrifice his freedom for the world, however his teachings do have a strong presence in the world. His followers believe in having their own freedom at any cost, and helping others reach that freedom so long as it doesn't impede their own. Places with strong faith in the Endless tend to have people flout laws and social norms at their whim, and attempts to impose strict order (such as slavery or martial law) are met with harsh violence. Authorities are challenged as established ideas are shaken by fresh, new ways of thinking. Prison breaks and slave revolts become the norm, relationships become more difficult for some as it becomes less common to commit to a single person, and the emotionally weak flee their responsibilities with more ease. : The goals of the endless are unkown, as his caprice rarely leads fo direct meetings or explanations He is feared by the new Dominating one, as her goals, her dominance, is antithetical to his philosophy. She fears thst one day he may become a more directly active participant in the world and weaken her advance personally. \page {{monster,frame,wide ## The Tormented One, Ragnvaldr *Medium celestial, Chaotic neutral* ___ **Armor Class** :: 17 (Unarmored defense) **Hit Points** :: 161 (14d8+98) **Speed** :: 60ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|16 (+3)|24 (+7)|16 (+3)|20 (+5)|14 (+2)| ___ **Saves** :: Str +9, Con +11, Wis +9 **Damage Resistances** :: Cold **Skills** :: Nature 11, Survival +13, Perception +13, religion +7, **Condition Immunities** :: blindned, charmed, exhausted, frightened, Incapacitated, unconcious **Senses** :: darkvision 120 ft., passive Perception 23 **Languages** :: common **Challenge** :: 12 (8,400 XP) ___ ***Legendary resistance (1/Day).*** If Ragnvaldr fails a saving throw, he can choose to succeed instead : ***Magic Resistance.*** Ragnvaldr has advantage on saving throws against spells and other magical effects. : ***Ravage.*** If Ragnvaldr moves at least 20 feet straight toward a creature and then hits it with a maul attack on the same turn, they take an additional 7 (2d6) damage, and that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, Ragnvaldr can make one maul attack against it as a bonus action. : ***Land's Stride.*** Moving through nonmagical difficult terrain costs Ragnvaldr no extra movement. He can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. : ***Sisu.*** If damage reduces Ragnvaldr to 0 hit points, he must make a Constitution saving throw with a DC of 5, unless the damage is from a critical hit. On a success, Ragnvaldr drops to 1 hit point instead, and the DC of Sisu increases by 5. : ***Innate spellcasting.*** Ragnvaldr's spellcasting ability is Wisdom (spell save DC 17). Ragnvaldr can innately cast the following spells, requiring no components: * At will: speak with animals, speak with plants< warding wind * 1/Day each: Sleet storm, Ice storm, Control winds, Control water, Call lightning, summon beast (9th Level), Dominate beast, goodberry, protection from poison, primodial ward ### Actions ***Multiattack.*** Ragnvaldr makes two maul attacks and either casts a spell, or uses the gift of grief. : ***Maul.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 14 (2d8 + 5) slashing damage and the target must make a DC 17 Strength saving throw or be pushed up to 20 ft, away from Ragnvaldr. : ***The Gift of Grief (recharge 5-6).*** Ragnvaldr forces each creature of his choice within 30 ft. of himself to feel the grief of losing everything and everyone that they love. Each creature must make a DC 17 Wisdom saving throw. On a failed saving throw, it suffers the following effects until the end of its next turn: it has disadvantage on its attack rolls, it can't take reactions, and its speed is halved as its mind is clouded with unbearable sorrow ### Reactions : ***Share suffering.*** When Ragnvaldr takes damage he may force each creature of his choice within 30 ft. of him to make a DC 17 wisdom saving throw. On a failed save a creature takes 3 (1d6) psychic damage equal to half the damage Ragnvaldr took. }} {{imageMaskEdge5,--offset:-2%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/3/31/Void_background.png){height:62%} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c0/Ragnvaldr_%28Newgod%29.png){position:absolute,top:630px,right:240px,width:330px} \page {{note ##### [{{ Summoner encounter difficulty}}{{ }}](#p22) }} {{monster,frame,wid ## The Enlightened One, Enki *Medium celestial, neutral evil* ___ **Armor Class** :: 18 (mage armor) **Hit Points** :: 123 (19d8+38) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |9 (-1)|16 (+3)|15 (+2)|24 (+7)|16 (+3)|20 (+5)| ___ **Saves.** :: Con +6, Int +11, Wis +7, Cha +9 **Skills** :: Arcana +15, Religion +15, History +11 **Damage Resistances** :: Damage from Spells, Radiant* **Condition Immunities** :: blindned, charmed, exhausted, frightened, Incapacitated, unconcious **Senses** :: truesight 120 ft., darkvision 120 ft., passive Perception 13 **Languages** :: Common, Deep spech, Draconic, Vermin **Challenge** :: 12 (9,000 XP) ___ ***Legendary resistance (1/Day).*** If Enki fails a saving throw, he can choose to succeed instead : ***Magic Resistance.*** Enki has advantage on saving throws against spells and other magical effects. : ***Distracting Murmurs.*** If a creature who is concentrating on a spell starts their turn within 30 ft. of Enki, they must succeed on a DC 19 constitution saving throw or lose concentration. : ***Coinflip.*** Enki starts combat without Hidden Revelations being charged. At the end of Enki’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Hidden Revelations recharges. : ***Innate Spellcasting.*** Enki’s innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit). He can cast the following spells without requiring material components. : * At Will: Dispel Magic, Mage armor, Counterspell, Black orb, Burning Hands, Hurting, Locust Swarm, Vampiric Touch, Darkness : * 3/Day: Create Undead : * 1/Day Each: Antimagic Field, Danse Macabre, Destructive Wave, Disintegrate, Flame Strike, Harm, Hunger of Hadar, Immolation, Insect Plague, Shadows of Moil. ### Actions ***Multicast.*** Enki casts dispel magic and casts another At Will spell. : ***Hidden Revelations (Recharge: Coinflip).*** Enki utters never before heard truths he has unearthed over the milennia. Each creature within 30 ft. of him who can hear and understand him must make a DC 19 Wisdom saving throw. On a failed saving throw the creature takes 36 (8d8) psychic damage, and suffers a short term madness until the end of Enki’s turn. On a failure of 5 or more (DC 14) a creature also suffers an indefinite madness. On a succesful saving throw the creature takes half as much damage and doesn’t suffer a madness. : A creature reduced to 0 hit points by this ability immediately dies and rises as an ***Allip*** (MTF p.116). }} {{imageMaskEdge5,--offset:-2%,--rotation:11 ![](https://fearandhunger.wiki.gg/images/3/31/Void_background.png){height:62%} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c9/Enki_%28Newgod%29.png){position:absolute,top:520px,right:440px,width:310px} \page {{monster,frame,wid ## The Endless One, Cahara *Medium Celestial, Neutral evil* ___ **Armor Class** :: 15 (Natural armor) **Hit Points** :: 142 (19d8+57) **Speed** :: 40ft., ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|20 (+5)|16 (+3)|14 (+2)|24 (+7)|18 (+4)| ___ **Saves.** :: Dex +9, Int +6, Wis +11 **Skills** :: Thieves Tools +13, Stealth +13, Sleight of Hand +13, Perception +15 **Condition Immunities** :: blindned, charmed, exhausted, frightened, restrained*, paralyzed*, Incapacitated, unconcious **Senses** :: darkvision 120 ft., truesight 120 ft., passive Perception 25 **Languages** :: Common, Deep speech **Challenge** :: 12 (9,000 XP) ___ ***Magic Resistance.*** Cahara has advantage on saving throws against spells and other magical effects. : ***Legendary resistance (1/Day).*** If Cahara fails a saving throw, he can choose to succeed instead : ***Nimble escape.*** Cahara can take the Disengage or Hide action as a bonus action on each of his turns. : ***Shadow itself.*** While in dim light or darkness, Cahara is invisible. : ***Evasion.*** If Cahara is subjected to a dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. : ***Innate Spellcasting.*** Cahara’s innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit). He can cast the following spells without requiring material components. * *At will:* Knock, control flames * *3/Day:* Darkness, Incite greed, Jim's glowing coin * *1/Day:* Planeshift, Etherealness, Freedom of Movement* ### Actions ***Multiattack.*** Cahara makes three crippling cut attacks : ***Crippling Cut.*** *Melee:* +9 to hit, reach 5 ft., one target. *Hit* 12 (2d6 + 5) Slashing damage. if the target is a creature, Cahara can choose one of the following additional effects. Cahara cannot choose the same effect more than once per turn. * The target must make a DC 17 Constitution saving throw or be unable to speak until the end of cahara's next turn. * The target must make a DC 17 Constitution saving throw or become Dazed until the end of cahara's next turn. * The target must make a DC 17 Constitution saving throw or suffer an arm injury * The target must make a DC 17 Constitution saving throw or begin bleeding heavily (DC 17, 2d8). While bleeding in this way, the creature takes 1d8 damage each time they move 5 ft. }} {{monster,frame, ***Envenomed dart.*** *Ranged Weapon Attack* +9 to hit, range 20/60 ft., one target. *Hit* 7 (1d4 + 5) Piercing damage plus 40 (9d8) poison damage and the target must make a DC 17 Constitution saving throw or be poisoned for 1 minute. The target may re-attempt this save at the end of thier turns, ending the effect on a success : ***Bloody path.*** Cahara moves up to half his speed without provoking opportunity attacks. Each creature of his choice that he moves within 5 ft. of during the move must make a DC 17 dexterity saving throw or take 27 (6d8) slashing damage and suffer a leg injury. : ***Master Thief (Recharge 6).*** Cahara magically steals an item from a creature within 5 ft. of himself. He makes a sleight of hand check contested by the targets perception (if they are unaware of him), or their choice of athletics or acrobatics (if they are aware of him). : On a succesful check cahara steals a magic item (such as an unequipped weapon or potion) that he can hold in one hand from the target, no matter how improbable. Upon stealing the item he immediately attunes to it, and if it is a potion or scroll he may immediately use it. }} {{note ##### Shadow itself variant As cool as shadow itself is, i worry players might not realize the gimmick ,or worse have no means to produce light. If you share my worry use this instead : ***Shadow itself.*** While in dim light or darkness, Cahara can hide, even if seen. }} {{imageMaskEdge5,--offset:-2%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/3/31/Void_background.png){height:62%} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/5/5b/Cahara_%28Newgod%29.png){position:absolute,top:520px,right:90px,width:310px} \page {{monster,frame,wide ## The Dominating One, D'arce *medium celestial, lawful neutral* ___ **Armor Class** :: 20 (Organic Platemail, Shield) **Hit Points** :: 180 (19d8+95) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |24 (+7)|16 (+3)|20 (+5)|15 (+2)|18 (+4)|19 (+4)| ___ **Saves.** :: Str +11, Con +9 **Skills** :: Religion +6, Athletics +15, History +6, Medicine +8, Persuasion +8 **Condition Immunities** :: blindned, charmed, exhausted, frightened, Incapacitated, unconcious **Senses** :: darkvision 120 ft., passive Perception 14 **Languages** :: common **Challenge** :: 12 (8,400 XP) ___ ***Legendary Resistance (1/Day).*** If D'arce fails a saving throw, she can choose to succeed instead. : ***Fast Stance.*** D'arce adds 1d8 to her initiative roll. : ***Magic Resistance.*** D'arce has advantage on saving throws against spells and other magical effects. : ***Commander's Presence.*** D'arce commands from the front, constantly shouting orders to her soldiers. If a creature allied to D'arce makes an attack roll or saving throw while within 30 feet of her, the creature can add a d4 to its roll provided it can hear and understand D'arce. This effect is suppressed if D'arce is incapacitated. ### Actions ***Multiattack.*** D'arce uses call beloved or midnight sun, and then makes a shield bash, two longsword attacks, and command allies. : ***Longsword.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 13 (1d8 + 7) slashing damage. on a hit the target must make a DC 19 constitution saving throw or be dazed until the end of their next turn. : ***Shield bash.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 9 (1d4 + 7) bludgeonig damage. on a hit the target must make a DC 19 Strength saving throw or be knocked prone. : ***Midnight sun (1/Day).*** D'arce conjures an eclipsed sun on a point within 120ft of her. This eclipse lasts a minute and speads a 20 ft. radius sphere of gloom. The light level in the sphere is set to Dim light, and any creature that starts its turn in the sphere must make a DC 16 dexterity saving throw or take 11 (2d10) cold damage plus 11 (2d10) radiant damage or half as much on a success : ***Command Allies.*** D'arce chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear D'arce, it can immediately use its reaction to move up to half its speed, and make one weapon attack with advantage. : ***Call Beloved (Recharge 5-6).*** D'arce magically summons 2d4 husks of *Le'Garde*. A summoned husk appears in an unoccupied space within 60 feet of D'arce, and they take their turns immediately after her acting as her allies and obeying her spoken commands. The husks remain until D'arce dies, or until the she dismisses them as a bonus action. These Husks have an intelligence and charisma score of 1, but otherwise have *Le'Garde's* statistics ### Reactions ***Parry.*** D'arce adds 4 to his AC against one melee attack that would hit her. To do so, D'arce must see the attacker and be wielding a melee weapon. : ***Counter .*** When missed with an attack, D'arce can make a shield bash attack against her attacker }} {{note ##### [{{ Summoner encounter difficulty}}{{ }}](#p22) }} {{imageMaskEdge5,--offset:-2%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/3/31/Void_background.png){height:62%} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/7/71/D%27arce_%28Newgod%29.png){position:absolute,top:610px,right:110px,width:330px} \page # Spells {{font-size:99% #### Hurting *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, S, V (an intense desire to cause pain) **Duration:** :: Instantaneous A dark red vortex appears on the body of the target and twists, rending flesh and removing it from existance. Make a ranged spell attack roll, dealing 6d6 slashing damage on a hit. On a hit the target must make a constitution saving throw, suffering an arm or leg injury (players choice) on a failed save. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the slashing damage by 1d6 for each slot level above 2nd. #### Black orb *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, S, V (pure hatred for the target) **Duration:** :: Instantaneous You create A concentrated orb of negative energy and ill will, then hurl it at a target within range. : The target must make 3 dexterity saving throws, taking 1d12 necrotic and 1d12 psychic damage for each failure : **At Higher Levels.** When you cast this spell with a slot of 5th level or higher, make another attack for every 2 spell levels above 3rd. #### Blood Golem *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 5 feet **Components:** :: M, S, V (drops of your own blood, which the spell consumes) **Duration:** :: Concentration, up to 10 minutes You spill you own blood, which congeals into a facsimile of a humanoid in an unnocupied space within 5 ft. of you. This corporeal form uses the Construct Spirit stat block but with a different method of determining hit points. When the spell is cast expend and roll a number of hit dice up to the level of the spell (minimum 1), and add your constitution modifier to each roll. The golems HP equals the result of these rolls. The creature resembles skinless man made of the blood and muscle. : The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger }} **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you may expend another hit die for each slot level above 3rd. {{note, ## Construct spirit, Blood golem *Medium construct, unaligned* ___ **Armor Class** :: 13 + the level of the spell (natural armor) **Hit Points** :: Hit dice = to spell level + spell level multiplied by casters Con mod. **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)| 10 (+0)|18 (+4)|14 (+2)|11 (+0)|5 (−3)| ___ **Damage resistances** :: Poison, Fire, Necrotic, bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned **Senses** :: darkvision 60 ft., passive Perception 10 **Languages** :: common **Challenge** :: - ___ ***Borne of the Blood.*** The blood golem has a number of hit dice equal to the number the caster sacrificed to summon it. ### Actions ***Multiattack.*** The construct makes a number of attacks equal to half this spell’s level (rounded down). : ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage. }} #### Chains of Torment *4th-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, S, V (Crippling pain) **Duration:** :: Concentration, up to a minute Hooked barbed chains spring forth from the air surrounding a creature of your choice within range. The creature must make a dexterity saving throw. On a failed save a creature is restrained. While restrained the creature takes 2d10 slashing damage at the start of their turn. : A creature restrained by the chains can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. : As an action while a creature is restrained you may use an action to rip the chains from the creature dealing 8d10 slashing damage. After this action is taken, the spell ends. \page ### Piety #### EARNING AND LOSING PIETY Gaining Piety * Praying to the new gods in an Imperfect ritual circle (once) * Completing requests for the New Gods * Making a proper offering to one of the New Gods (once per god) Losing Piety * Taking actions that interfere with the plans of the New Gods (-5) * Rejecting, or failing to complete, a request of the New Gods ![homebrew mug](https://fearandhunger.wiki.gg/images/2/29/Imperfect_circle.png) {position:absolute,top:5px,right:430px,width:70px} #### Devotee of the New Gods *Piety +3* : The New Gods grant you a portion of their collective knowledge. You gain proficiency with two of the following skills of your choice: Arcana, History, Nature, Religion, Animal Handling, Medicine, Survival #### Votary of the New Gods *Piety +10* : The New Gods grant you a boon, generally a magic item of *rare* or lesser value. Generally (but not necessarily) this item is thematic to one of the New Gods, for example * A *Pearl of power* (Betel Stone) * A *Psi Crystal* (IDRotF pg.315) (Betel) * An *Instrument of the Bards, Cli Lyre* (Chambara) * A *Vicious weapon* (Chambara) * A suit of *Adamantine Armor/Armor of Resistance* (Francóis) * A solid gold *Flame Tongue* (Francóis) * A Scroll of *Create Magen* (IDRotF pg.318) (Valtiel) * A *Manual of flesh golems* (Valtiel) * A *Stirring Scaled Ornament* (FTD pg.27) (Nilvan) * A *Soul Coin* (BGDIA pg.225) (The Tainted One) * 3 Scrolls of *Soul Cage* (The Tainted One) * A *+2 Shotgun* (DMG pg.268) and 40 shells (Radiating one) * A Spiked wooden Maul with the effects of a *Sword of Wounding* (Radiating one) #### Disciple of the New Gods *Piety +25* : You can cast *Commune* with this trait, requiring no material components. When cast using this trait you may only contact the New Gods, and you are transported to the hall of the gods for the duration. Once you cast the spell in this way, you can not do so again until you finish a long rest. \column #### Champion of The New World Order *Piety +50* : The New Gods recognize your as a useful tool, and they take very good care of their tools. : While using your *Disciple of the New Gods* feature, you may ask the New Gods for a favor. So long as it doesn't interfere with their plans they do their best to bring about the desired outcome. The New Gods are limited however, they cannot leave the great hall for more than moments at a time, and must rely on their network of agents, worhippers, debtors, and blackmail victims to accomplish your request, all of whom are lesser when compared to you. Examples of what the new gods can do for you include (but are not limited to): * Improve, or damage the reputation of a creature of your choice. * Plant a spy within the ranks of one of your enemies, who will feed you information (typically via *Sending*) on their plans, location, and any other pertinent information. * Sabatoge the plans of one of your enemies. * Acquire one object of up to 5,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension. * Cast a spell of sixth level or lower for you. If the spell can be made permanent, it is cast until it is permanent, and this option cannot be chosen again until it is. * Procure a consumable *rare* magic item for you * Acquire reliable information on the location of a magic item of *Very Rare* rarity or lower * A creature of your choice has its criminal record expunged, however its reputation in society is not changed. * A creature of your choice has an *assassin* (MM pg.343) sent to kill them. If the assassin dies this option cannot be chosen again : : Once a request is made you cannot ask the New Gods for another favor for 7 days. ### Requests The New Gods are more active than the Old Gods, and infinitely more limited. Thus they must make use of their worshipers to influence the world, exhanging their power for their servants efforts on their behalf. When praying to the new gods in an imperfect ritual circle, one of them may appear and request service. Requests can also sometimes be delivered discreetly by messangers. Fulfilling this demand rewards a creature with increased piety. Requests may be confusing, pointless or seemingly nonsensical, but the gods assure their agents that they are neccessary in the greater scheme of things. \page ##### Random Requests (Level 1-4) | Die Result | Request | | |:-----------|:-----:|:-----------------:| | 1 | Deliver a sealed message within 24 hours | | | 2 | Ensure a specific door in a sensitive area is unlocked at some point within 24 hours | | | 3 | Plant a weapon in a Designated location within 24 hours | | | 4 | Deliver a package, Pursuers may attempt to take it. | | | 5 | Distract the City Guard at a specified time | | | 6 | Someone has discovered the new gods, help them spread the truth while acting insane, to discredit them. | | | 7 | Someone has discovered the new gods, break into their loved one's home and ransack it without stealing anything, to make them fear speaking | | | 8 | The New Gods request a rock be moved 40 ft, from its current location. How this will help them is unclear | ##### Random Requests (Level 5-10) | Die Result | Request | | |:-----------|:-----:|:-----------------:| | 1 | Stage a prison break, the escapees need not survive. (+3) | | | 2 | Acquire something you could use to blackmail a local authority figure (+3) | | | 3 | A weak Willed noble/politician is attempting to move to a higher position, see to it that they succeed. (+3) | | | 4 | A magic item is being transported and is less guarded than usual, aqcuire the item for the gods. (+3) | | | 5 | Attack a designated group while in a disguise of the New Gods choosing. (+3) | | | 6 | Discreetly assassinate a creature the new gods find otherwise immovable. (+5) | | ## Offerings Offerings are specific items that ritually summon a specific New God when placed in a New God circle. When the correct item is placed in the circle by a creature dedicated to the New Gods, it fills with blood and consumes the item, and the New God is summoned. When summoned a New God generally acts in the way described in their respective section, but is under no compulsion to aid you, and if offended may depart, or even attack you. : Some gods can be summoned multiple times, but most cannot. Gods can only remain for 1 hour, vanishing at the end of the hour or earlier if they want. : Devotees may learn of a Gods required offering via their *Disciple of the New Gods* or by making a religion check. The DC of this chceck is dependant on the god in question, and if failed this check may not be repeated ::::: ### Chambara ***DC:*** 15 : ***Offering:*** A dead crow (or any other reference to his poetry) : ***Result:*** Chambara rises from the blood pool, and immediately attacks in the hopes that the suffering inflicted upon the summoner will inspire new poetry within him. If chambara is defeated, his summoner learns the *Chains of Torment* spell as a show of gratitude for the inspiration his summoner has given him. : Once per long rest the summoner can cast *Chains of Torment* requiring no material components. : Choose one spellcasting modifier: Constitution, Intelligence, Wisdom, Charisma. This is your spellcasting modifier for this spell. ### Valtiel ***DC:*** 20 : ***Offering:*** A spellbook containing a spell of 6th level or higher, or a book that advances the study of creating life. : Alternatively summoners may offer a book on their own studies, Making a DC 25 arcana check. On a success the offering is worthy. : ***Result:*** When summoned valtiel will speak with his summoner on scholarly topics, and will aid them in seeking answers to their questions. Before departing amicably he will gift his summoner a *Lord of Flies* which follows the summoners commands to the best of its ability ### Francóis ***DC:*** 20 : ***Offering:*** Two eyes taken from the blind : ***Result:*** When Summoned Francóis will likely attack his summoner, unless they make a DC 25 Persuasion or Deception check to convince him to aid them in killing their enemies, however he demands his orders be followed while doing so. Francóis has no tolerance for disobedience, and will turn on his summoner at the slightest disagreement. When the disagreement happens the summoner makes a DC 25 persuasion check. On a success Francóis departs harmlessly. On a failure Francóis attacks the summoner \page ### Nilvan ***DC:*** 25 : ***Offering:*** A life sized replica of a child, made from pure clay. : ***Result:*** Nilvan will use her Waking Nightmare ability on a creature of your choosing. ### The Tainted One ***DC:*** 15 : ***Offering:*** Fresh severed humanoid heads, in multiples of 3. This offering may be repeated. : ***Result:*** The Tainted One grants one filled soul stone, soul coin, or scroll of soul cage for every 3 heads. ### The Radiating One ***DC:*** 15 : ***Offering:*** A photograph with a mans face removed or scribbled over. This offering may be repeated. : ***Result:*** The radiating one comes forth to trade his goods for Rust colored pearls. ##### Inventory | Cost | Item | | |:-----------|:-----:|:-----------------:| | 8 | A ***Leechmonger ring*** | | | 4 | A *Ring of Wraiths* (+3) | | | 9 | *Charm of the Yggaegetsu* | | | 4 | A +1 Shotgun (DMG pg.268) and 20 shells | | | 10 | A Spiked wooden Maul with the effects of a Sword of Wounding | | ### The Heartless One ***DC:*** 30 : ***Offering:*** A functioning but unlocked heart shaped padlock : ***Result:*** The heartless one immediately attacks, choosing her summoner as her duelist. If she is defeated she leaves behind her *Darkness* armor and *Red Virtue* Sword. \page # Summoner encounter difficulty {{descriptive It's been pointed out that CR is misleading when it comes to summoners. In an attempt to give a better idea of how tough an encounter with summoners might be i'm adding what encounter difficulty a summoner will be assuming they get to summon all their minions once. I'll be assuming a party of 4, and a party level equal to the CR. I'll also include the total XP so you can quickly check it against parties of other levels and sizes. }} {{note ***[{{ The Enlightened One, Valteil}}{{ }}](#p2):*** : * ***Uterus: Deadly*** 23800 modified XP : * ***Lord of Flies: Deadly*** 21200 modified XP : * ***Harvestman: Hard*** 16050 modified XP : ***[{{ The Endless One, Nilvan}}{{ }}](#p6): Deadly*** 16650 modified XP : ***[{{ Nas'hrah, The Horror from the East, The Doom and Terror of Modern Man}}{{ }}](#p7)*** ***Deadly*** 42000 modified XP, I cannot stress enought that I made Nas'hrah's summon to do kill the players, the same as in the actual game. Only use it if your players are intelligent enough to run. : ***[{{ Le'Garde, The Yellow King}}{{ }}](#p9) :Deadly*** 37000 modified XP : ***[{{ The Enlightened One, Enki}}{{ }}](#p15) :*** If Enki turns a PC into an allip via hidden revelations the encounter becomes ***Deadly*** (15300 modified XP) due not only to the addition of a new enemy, but the permanent death of a party member : ***[{{ The Dominating One, D’arce}}{{ }}](#p17):Deadly*** 27800 modified XP }}