Thediem, Master of Everything

Some in this realm believe that all is predetermined, and that we are all naught but playthings for some omnipotent god. A god that looks down on the world as if it were a set of child’s toys, watching them, sometimes even controlling them with gentle or sinister hands. These people do not know who or what this being is, and they could never understand its power. It is something that lives in their town, but also is their town. It places words in their mouth and thoughts in their mind, and is better at being them than they are themselves. This all-powerful being may not have a true name, but one has been given to it by the beings of another plane, a plane that consists almost exclusively of beings such as this. This being is known simply as Thediem.

Thediem is the darkness in every cave and the light of every candle. They are the smile of every child and the death throes of every dead man. They are the beginning and the end of every life and all life as a whole. They are the wind, the trees, the sound, the smell. They are this parchment paper in front of you, and they are you. You cannot feel them, but they inhabit your body and you inhabit theirs. They are your every waking moment and your sleeping ones too.


I have visited the plane of the Thediem, seen it manipulate other worlds and reality. I have watched it create being from nothingness, with but a flick of the wrist they create entire realities, places where people live and die and where stories are told are created and destroyed in seconds. It is incomprehensible the power that Thediem wields, and yet they exists, true as the blue sky, watching.

Pray that you never see the things I've seen, reader. The creation and destruction of worlds, planes, and multiverses is a harrowing sight, and Thediem shows no remorse in their culling. I've watched as people became nothing. They didn't die, no, they simply never existed. Gone in a moment with no trace left behind and everything they'd ever done simply rewritten. Undone.

Right now my dear reader I may not even be in control of myself. Thediem may have created me simply to write this account they may be placing these thoughts in my head and having me jot them down for you. They know that I watched them, they know everything of course they probably made me watch them. But I have a secret: I know Thediem's one true weakness, the one thing they do not know. My dear reader, the one thing Thediem does not know and will never know is simply this: Thediem does not know my name.



Thediem, Master of Everything

Medium humanoid (god), unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 615 (30d20 +300)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

  • Saving Throws Str +20, Dex + 20, Con + 20, Int + 20, Wis + 20, Cha + 20
  • Skills Perception + 20
  • Damage Immunities necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, frightened, paralyzed, petrified, restrained, stunned
  • Senses blindsight 60 ft., darkvision 120 ft., truesight 30 ft., passive Perception 30
  • Languages all Languages, telepathy 120 ft.
  • Challenge 31 (175,000 XP)

Control Over Fate. Thediem won't fall easily, and they will attempt to manipulate their own fate to preserve themself. If Thediem would be reduced to 0 hit points, The creature striking it rolls a d20. On a roll of 2-19 Thediem regains a number of hit points equal to ten times the result. On a roll of 1, Thediem strikes down their attacker, dealing damage to them equal to their hit point maximum + 1 before regaining that many hit points. On a roll of 20, Thediem dies.

Hidden Rolls (3/Day). Whenever Thediem makes an attack roll, ability check, or saving throw, they can choose to repeat the roll and take the better result.

Innate Spellcasting (Psionics). Thediem 's innate spellcasting ability is Wisdom (spell save DC 20). They can innately cast the following spells, requiring no components:

At will: fireball (5th level) , harm, mirage arcane, resurrection, shapechange

3/day each: antimagic field, firestorm, power word heal, whirlwind

1/day each: feeblemind, power word kill, storm of vengeance, time stop

Legendary Resistance (3/Day). If Thediem fails a saving throw, they can choose to succeed instead.

Overpowering Initiative. When Thediem rolls for initiative, each creature within X feet must make a DC 20 Dexterity saving throw, as Thediem magically throws thirty massive dice from their hands. On a failure, a creature takes 30 (1d20 + 20) bludgeoning damage. Additionally, because Thediem is the master of fate and knows all that has, is, and will ever happen, Thediem can't be surprised

Perfect Stats. All of Thediem's ability scores are forever equal to 30, and can't be reduced.

Screen of Thediem. Thediem's natural armor is a magical screen that surrounds them. Their Armor Class is equal to 20 and cannot be reduced. Additionally, Thediem's hit die are d20

Actions

Alter Reality. Thediem grasps reality in their fist, shifting themself and up to 30 creatures they can see within 300 feet to any location on any plane. All creatures must arrive in the same location, in a similar arrangement to where they were before being transported.

Conjure Loot. Thediem summons magical artifacts from other planes into their hand. Roll on Magic Item Table I (see page 149 of the Dungeon Master's Guide). The item rolled appears in Thediem's hand and is automatically attuned to them if the item requires attunement.

Dice Tower. Thediem calls from the ground a towering structure made of massive magical dice. Thediem chooses a point within 100 feet that he can see. Each creature within 10 feet of that point must succeed on a DC 20 Dexterity saving throw or be lifted 150 feet in the air atop the tower of dice. On a successful save, the creature must move to a position adjacent to the tower. The tower can't be destroyed or moved through and lasts for 1 minute. Thediem can choose to destroy the tower immediately after erecting it as part of this action.

Grant Plot Armor. Thediem extends a hand toward a creature within 5 feet of them. That creature is immune to all damage types and is immune to the unconscious condition for the next 8 hours.

Premature End. An icosahedral boulder magically falls from above, regardless of environment, impacting a 5 foot square within 100 ft. of Thediem that they can see. Any creatures on the point of impact must succeed on a DC 20 Dexterity saving throw or be crushed by the boulder and take 51 (3d20+20) bludgeoning damage and be knocked prone. On a successful save, the target takes half the damage and isn't knocked prone.

Legendary Actions

Thediem 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. Thediem regains spent legendary actions at the start of their turn

Conjure Loot. Thediem uses their Conjure Loot.

Dice Tower. Thediem uses their Dice Tower.

Premature End. Thediem uses their Premature End.

Conjure Mary Sue (Costs 3 Actions). Thediem raises from the ground 5ft. in front of them an exact copy of a creature they can see. This creature is identical in every way, possesses identical equipment, and can cast any spell the target can cast. The creature doesn't think for itself, is fully under Thediem's control, and can't be charmed. This creature lasts for 1 minute before disintegrating into dust and dirt where it stands. It will do the same if it or Thediem fall to 0 hit points.