Better Final Bosses

By Ariadne’s Codex of Strings


A Bunch of CR 30 creatures to End your Campaign in Style!

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Leviathans, Bane of All Existence

Titanic in size and eldritch power, leviathans are without a doubt the ultimate testament to the threat that the void poses to existence. They raze proud cities in a matter of minutes, and corrupt miles of land with their mere presence. Leviathans are pure cosmic horror, incomprehensible and endowed with terrible might. So far, only two have ever emerged in Selem’s Marsh, though the depths from which they were born could very well spawn another, under the right circumstances.

Across many planes of existence, Leviathans have made their horrid presence felt. One of them can threaten a continent. A dozen is a planar threat that would send shivers down the spines of celestials and fiends alike. Some think that unity between the high and low planes will one day be achieved, when they’re forced to collaborate in the fight against true darkness. That day is yet to come, and Leviathans remain an extremely rare reminder that the light of existence is always under threat of complete devastation.

We have compiled what little information there is about them, thanks to the crumbs of information left behind after Selem’s fall. We hope you never have to use this accursed knowledge: here it is nonetheless, a unique entry found only in the Codex of Strings.

From “Into the Storm”, Scrapped Notes

Leviathans, now there’s fuel for a sleepless night. Their presence corrupts and taints the very earth, as well as the flesh of those unfortunate enough cross its path, the waters it touches, everything. Death and decay, incomprehensible chaos and merciless entropy.

What can be done against such a foe? Many apprentices have asked me that question, though it is one I prefer to avoid myself. If a Leviathan emerged from the waters of Selem’s Marsh tomorrow, I fear the combined might of the entire Blackstone may not be enough to save Harspire, and the entire world would pay the price of our failure.

Leviathans are a challenge fit for celestials, demons, or immortal wizards. Us puny mortals can do naught but despair, run, and die. I saw Selem fall to that horrid fate. No gods could have saved them.

This is supposed to be a manual on how to fight the eldritch threat, but here I am not talking as Stormwalker Geld, the hero of Harspire’s sentinel corps. I talk to you as the only man who saw the Bane of Selem and lived. Should you see a Leviathan, run in the opposite direction. You have nothing to gain in that fight, and all to lose.

Chief Sentinel Geld, Stormwalker of the Sixth Company

Ruined Selem

 

 

Deep One Leviathan

Gargantuan aberration (titan), chaotic evil


Armor Class
23 (natural armor)
Hit Points
702 (35d20 + 350)
Speed
60 ft., swim 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 25 (+7) 8 (-1) 16 (+3) 16 (+3)

Skills
athletics + 28, perception + 12, survival + 12,
Condition Immunities
charmed, frightened, poisoned, exhaustion
Saving Throws
Strength +19, Constitution +16, Wisdom +12
Senses
truesight 240 ft., passive Perception 22
Languages
Understand all but doesn’t speak
Challenge
30 (155,000 XP)
Damage Immunities
Lightning, Acid; Slashing, Piercing and Bludgeoning from Non-Magical Attacks

Legendary Resistance (3/day). If the Leviathan fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The Leviathan can’t be affected or detected by spells of 5th level or lower unless it wishes to be. It has advantage on saving throws against other spells and magical effects.

Aura of Entropy. The ground within 1000 feet of a Leviathan becomes infertile for 1d4 years. Additionally, creatures within 500 feet of it are affected by an otherworldly arcane radiation, taking 1 point of necrotic damage every minute they spend within that range. Whenever a creature loses hit points in this way, they are subtracted from their hit point maximum until they finish a long rest. Creatures with a constitution score of 20 or higher are immune to this effect.

Doom Incarnate. Creatures laying eyes on the Leviathan for the first time must succeed on a DC 23 Wisdom saving throw or become demoralized for 10 minutes. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Leviathan is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the effect for the next 24 hours.

Caustic Storm. The Leviathan is surrounded by 5 miles of caustic storm, which slowly eats away at everything: vegetation, structures, and the very earth. Creatures that fail to cover their skin may take acid damage to the DM’s discretion, according to their level of exposition. After a few minutes, water sources are considered poisoned. After some hours, the foundations of buildings may begin to corrode and buckle under a weight they can no longer support.

While under the caustic storm, the Leviathan regenerates 30 hit points at the beginning of each of its turns, unless it has taken 30 or more fire damage in the previous round.

Lair of Dead Sky. The caustic storm is the Leviathan’s moving habitat, and it gives it access to certain special actions so long as the caustic storm remains in the sky. A creature casting the control weather spell may subdue the storm enough for the Leviathan to lose its benefits: every turn, they make a DC 20 spellcasting ability check, battling against the tainted skies. On a success, the storm dwindles until the end of their next turn. Three consecutive successes dispel the storm for 10 minutes.

Path of Ichor. The Leviathan leaves behind a trail of ichor. Pools form under its impossible weight, corrupting the land further and creating spawning pools for lesser aberrations. The Leviathan creates one spawning pool per 100 feet traveled from which other Deep One creatures (up to CR 5) can emerge. These spawning pools last for 1d4 days (provided that they are not in direct sunlight), and can generate up to five creatures before being consumed.

Otherwordly Kinship. Other Deep One creatures are not affected by the Caustic Storm feature. In addition, while under the storm, aberrations gain advantage on all saving throws and heal for 3d8 hit points per round, unless they have taken fire damage in the previous round.

Siege Monster. The Leviathan deals double damage to objects and structures.

Actions

Multiattack. The Leviathan makes three tentacle attacks and one void maw attack. It can also choose to use its Noxious Vapors.

Noxious Vapors. The Leviathan overheats its body, vaporizing some of the ichor that covers its enormous figure, dealing 35 fire damage to itself and casting an enormous cloud of corrosive fog in a 40-foot-radius sphere centered on itself. When a creature enters the effect’s area for the first time on a turn or starts its turn there, that creature must make a DC 20 Constitution saving throw. The creature takes 5d8 acid damage on a failed save, or half as much damage on a successful one.

The Leviathan can have more than one cloud active at a time, each dealing its damage separately. A cloud of Noxious Vapors lasts for 5 rounds of combat, or thirty seconds, before becoming too dispersed to be damaging.

Tentacle. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage and 13 (2d12) acid damage. A creature hit by this attack must succeed on a DC 23 Strength saving throw or be grappled. A creature may attempt to escape the grapple by using its action to attempt a DC 20 Strength saving throw on their turn. Dealing 50 damage to a tentacle makes it drop whoever it had been carrying. The Leviathan can grapple up to three medium creatures (or one large creature) with a tentacle and possesses at least eight tentacles that can grapple (to the DM’s discretion).

Void Maw. Melee Weapon Attack: +19 to hit, reach 20ft., up to three targets within 10 feet of each other. Hit: 23 (2d12 + 10) piercing damage and 13 (2d12) acid damage and the target is grappled (escape DC 23). If the Leviathan has other creatures grappled in this way when using this attack, they can attempt a DC 15 Dexterity (acrobatics) check to escape the grapple as the monster opens its mouth to bite again.

Ruined Selem

 

 

Legendary Actions

The Leviathan can take three 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 Leviathan regains spent legendary actions at the start of its turn.

Tentacle. The Leviathan makes one tentacle attack.

Death Lightning (Costs 2 Actions). The Leviathan summons three dark bolts of lightning and acid, each of which can strike a target the Leviathan can see within 120 feet of it. A target must make a DC 20 Dexterity saving throw, taking 17 (3d10) lightning damage and 17 (3d10) acid damage on a failed save, or half as much damage on a successful one. On a failed save, the target immediately fails a death saving throw.

This action cannot be used if the caustic storm is subdued, as described in the Leviathan’s Lair of Dead Sky feature.

Gulp (Costs 2 Actions). The Leviathan attempts to gulp down all creatures it has grappled by means of its Void Maw attack. They must succeed on a DC 20 strength saving throw or be swallowed. While swallowed, creatures are blinded and restrained, and have total cover against attacks and other effects outside the Leviathan, and they take 35 (10d6) force damage at the start of each of the Leviathan’s turns. If the Leviathan takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Leviathan. If the Leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Eldritch Disruption (Costs 3 Actions). The Leviathan emits a powerful sound from its orifices, sending a wave of energy that deactivates all ongoing magical effects of 6th level or lower within 60 feet of itself.

Leviathan Variant

A Leviathan is a unique creature. Each is created with a singular form and a particular adaptation called a Leviathan Variant. The following are some possible mutations a Leviathan could possess that make it distinct from other world-ending threats.

The Bane

“When the thing started marching towards Selem, even the most hopeful of stormwalkers knew they were defeated. Some even dropped dead before the creature had reached the damn walls.”

Trait: Incarnation of the Great Beyond. The area affected by the Leviathan’s Caustic Storm ability is increased to 10 miles. In addition, creatures within 120 feet of the Levithan suffer 10 (1d8 + 5) psychic damage even if they are not directly exposed to the storm.

Action: Frightful Presence. The Leviathan’s form is so terrible it frightens even the firmest of defenders. Each creature of the Leviathan’s choice within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Leviathan is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Leviathan’s Frightful Presence for the next 24 hours.

Legendary Action: Drain Hope. The Leviathan chooses a creature within 300 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be stunned until the end of their next turn. Creatures that fail this saving throw are demoralized for 1 minute. If already demoralized, the creature suffers 6d6 psychic damage.

The Stygian

“We were lost, without Alathai. I think only her could have faced Stygius. The Leviathan harbored within its terrible form the power to destroy the very skies.”

Trait: Primordial Strength. The Leviathan’s Strength score increased to 32 (+11). In addition, creatures grappled by the Leviathan take 18 (3d6 + 6) bludgeoning damage at the start of each of their turns.

Action: Atomic Breath (Recharge 5-6). The Leviathan takes an action to charge this attack. It may act using its other features and abilities while charging, but can’t move. At the start of its next turn, it automatically spends its action to spew a laser of concentrated force energy forming a line 1000 feet long and 35 feet wide. Each creature in the line must make a DC 20 Dexterity saving throw. A creature takes 25d6 lightning damage and 25d6 force damage on a failed save, or half as much damage on a successful one. This breath attack disintegrates any creature or object in the area that it reduces to 0 hit points.

Legendary Action: Move. The Leviathan moves up to half its speed.

The Seraph

“Deep within the marsh, ancient writings in long abandoned ruins tell of a doom yet to come. A creature bound to the skies, destined to devour the sun and plunge the world in eternal darkness.”

Trait: Flying Doom. The Leviathan gains a flying speed of 80 feet. Its tentacle attacks now have a reach of 120 feet.

Action: Rain of Ichor. The Leviathan produces a rain of concentrated ichor directly beneath itself in a 60-foot-radius sphere. Each creature within the area must make a DC 20 Dexterity saving throw. A creature takes 10d6 acid damage and 10d6 poison damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw must succeed on a DC 18 Constitution saving throw or be afflicted by the Black Touch sickness. Creatures that find cover from the rain are not affected by this attack.

Legendary Action: Profound Darkness. The Leviathan generates a cloud of magical darkness in a point within 120 feet that fills a 30-foot-radius sphere. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. The cloud lasts for an hour. The Leviathan can have up to ten clouds of darkness active at a time. The clouds are dispelled if they are ever further than 300 feet of the leviathan.


DM’s Note: You are welcomed to create your own Leviathan Variant! Try to think of an Action, a Trait, and a Legendary Action. This creature is meant to be the final boss of a campaign! Don’t limit yourself by the pitiful precedent of the other CR 30 monster we all know. Keep in mind you can always just use the regular stat sheet, without a Variant, if you think the creature is too powerful.

Ruined Selem

 

 

Greatwyrm Yharel: The Hidden Story

Greetings, countless denizens of the planes. My name is Farlane, wandering planeswalker and truest threadseeker of the City of Strings, even if my official position there has been long forfeit – some tales, it seems, are even beyond the curiosity of Ariadne Stringweaver herself.

Knowledge, like magic, ought to be free, boundless as the skies above and the abyss below. And today, despite the mewlings and protestations of the laughably titled Threadmaster’s Council, I present to you knowledge they would rather keep shrouded.

In a distant age, the minotaur-like Isark fell upon the material plane to claim the Fragment of Tauryl, a divine remnant of their dead Bull-God – nowadays, it is known as the Thread of Stasis, a force of primordial frost. Ain’t the universe poetic? One of the most fiery Elder Gods held within himself the very essence of death frost…

Anyway, I digress: the Isark fought among themselves for ages in the War of the Final Ascent. However, all the challengers that came to stand before the Fragment of Tauryl were rejected by it. Of course! The ancestral frost would not take for a wielder a fiery, bull-headed (pardon the pun) Isark. It wanted a creature that represented its icy might…

Enter Ysgar the Blessed, the last of the chieftains of the Final Ascent, as bold and unyielding as they come. Instead of going home after being denied, he attempted to bend the Thread to his will, and… met a fate cold and unforgiving, of course. But then, the unforeseen happened…

Ysgar’s loyal steed, the Elder Frost Wyrm Yharel, struck with profound grief at his master’s demise, unknowingly resonated with the very essence of the Thread. In a twist of cosmic irony, this majestic creature absorbed it, morphing into the very embodiment of its power - the Greatwyrm of Stasis.

And now, the climax of our story: the so-called Threadmaster’s Council, holed up in their precious City of Strings, wishes for this story to remain lost. Their fear? That probing or challenging the might of Yharel might awaken him in full force, leading to an age of eternal frost upon the material plane. But, where they see doom, I see the musings of fate, a tale that must be known… and continued.

–Threadseeker Farlane, Your Truest Fellow

Threadmaster’s Archive: Greatwyrm Yharel

 

 

Greatwyrm Yharel

Gargantuan dragon (demigod), neutral evil


Armor Class
23 (natural armor, 26 with Glacial Ward)
Hit Points
626 (31d20 + 301)
Speed
80 ft., fly 120 ft.

STR DEX CON INT WIS CHA RES
30 (+10) 14 (+2) 30 (+10) 15 (+2) 16 (+3) 16 (+3) 28 (+9)

Skills
perception + 12, survival + 12,
Condition Immunities
all congelation conditions, charmed
Saving Throws
Strength +19, Constitution +19, Resolve +18
Senses
heatsight 1000ft., truesight 90ft.
Languages
Primordial, Draconic, Aquan, Ice Tongue (Taurish)
Challenge
30 (155000 XP)
Damage Immunities
cold; slashing, piercing and bludgeoning from nonmagical attacks

Legendary Resistance (3/day). If Greatwyrm Yharel fails a saving throw, it can choose to succeed instead.

Arcane Stasis. Spells cast within 120 feet of Greatwyrm Yharel have a chance of failing automatically, due to its oppressive aura of primeval frost.

Creatures attempting to cast a spell must succeed on a spellcasting ability check with a DC of 25 minus the level of the spell they are trying to cast. On a failure, the spell fails as if nullified by counterspell.

Scales of Ice and Death. Yharel’s demi-divinity has fortified its scales to a near impenetrable state. When Yharel is targeted by a direct melee attack, non-magical weapons shatter upon impact and magical weapons receive a temporary -1 penalty to attack and damage rolls until the end of the wielder’s next turn. If targeted by natural weapons, the attacker suffers 4d6 cold damage instead.

Entombing Permafrost. At the start of each of Yharel’s turns, the ground in a 30-foot radius around it becomes covered in a sheet of uneven, treacherous ice. This area becomes difficult terrain for creatures other than Yharel. Any creature that starts its turn on this ice or enters it for the first time on a turn must succeed on a DC 26 Dexterity saving throw or be knocked prone.

Additionally, creatures that start their turn prone against the entombing permafrost are slowly swallowed by the burgeoning sheets of elemental ice. They must succeed on a DC 26 Strength saving throw or be grappled by the ice (escape DC 26), taking 4d6 cold damage each time they end their turn grappled in this way.

Thermal Death When a creature within 120ft. of Greatwyrm Yharel dies as a result of a congelation effect, it regains hitpoints equal to four times the character level (or CR) of the creature that died.

Innate Spellcasting. As the Wielder of Stasis, Greatwyrm Yharel can cast the following spells, requiring no material components and using Resolve as its spellcasting ability (spell save DC 26, +18 to hit with spell attacks).

At will (3rd level upcast): Ice Gale, Frostbolt, Absolute Zero, Sleet Storm.

3/day each (5th level upcast): Cone of Cold, Ice Storm.

1/day each: Glacial Ward (7th level version), Stasis Storm.

Actions

Multiattack. Greatwyrm Yharel makes two attacks with its Claws, and one with its Winter’s Maw. It then uses either Soulfrost Wail, Stasis Gale, or casts a spell from its Innate Spellcasting feature.

Winter’s Maw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage and 26 (4d12) cold damage. A creature hit by this attack must succeed on a DC 26 Constitution saving throw or become vulnerable to cold damage until the end of its next turn. If they are resistant or immune to cold damage, they lose one layer of protection: immune creatures become resistant, and resistant creatures lose their resistance but are not made vulnerable.

Claws. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage and 13 (2d12) cold damage.

Stasis Gale (recharge 4-6). Greatwyrm Yharel bats its enormous, frozen wings, generating a current of magical cold in a 120ft. long, 20ft. wide line in front of it. Creatures within that area must make a DC 26 Constitution saving throw, taking 70 (20d6) cold damage and becoming frostbitten for one minute on a failed save. On a successful save, they take half damage and are not frostbitten.

If a target is already frostbitten and fails the saving throw, they become frozen for one minute instead.

Soulfrost Wail (3/day). Greatwyrm Yharel screeches out a word of primeval stasis directed at a creature it can see within 120 feet of it, who must make a Resolve contest against Yharel. If the Greatwyrm prevails, the creature is soul-chilled. If they are already soul-chilled, they are death frosted instead. If the creature prevails, Yharel can only use one legendary action until they refresh at the start of its next turn.

Reactions

Subzero Snap. When a creature within 120ft of it deals fire damage to Yharel, it can, as a reflex, release a pulse of intense cold. The creature that dealt the damage must make a DC 26 Constitution saving throw or be paralyzed by the chilling shock until the end of their next turn.

Grasping Stalagmites. When a creature within 15 feet of Yharel tries to move out of his reach, it can attempt to seize them with tendrils of frost that shoot from the ground. The creature must succeed on a DC 26 Strength or Dexterity saving throw (their choice) or be restrained. They can repeat the saving throw at the end of each of their turns, breaking free on a success.

Threadmaster’s Archive: Greatwyrm Yharel

 

 

Legendary Actions

Greatwyrm Yharel can take three 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. Yharel regains spent legendary actions at the start of its turn.

Stasis Spell. Greatwyrm Yharel casts one spell from its Innate Spellcasting feature.

Bludgeoning Onslaught. Greatwyrm Yharel moves up to half its speed, violently trampling objects and creatures in its way, dealing 70 (20d6) bludgeoning damage, doubled against non-reinforced structures.

Creatures caught in its path can use their reaction make a DC 22 Dexterity saving throw to move out of the way, being unaffected by Yharel’s onslaught on a success.

Turn Tail. Greatwyrm Yharel turns 180 degrees, raising a thick cloud of powdered ice and snow with his colossal tail. Creatures within 20 feet of Yharel must make a DC 27 Dexterity saving throw or take 44 (8d10) bludgeoning damage as they are hit by it. Additionally, creatures within 40 feet of Yharel when it uses this action are caught by the rising frost and must make a DC 20 Constitution saving throw, taking 28 (8d6) cold damage on a failed save, or half as much on a successful one.

Munch Foe (costs 2 actions). Greatwyrm Yharel uses its Winter’s Maw action.

Flight of Killing Frost (Costs 3 Actions). Greatwyrm Yharel takes to the skies, followed by the legendary Death Frost. It moves 120ft in a straight line. Creatures it passes over must succeed on a DC 20 Resolve saving throw or be Death Frosted.

Lair Actions

Lair Actions take effect at initiative count 20, losing ties. Yharel chooses two options from those outlined below, and cannot use the same combination next round.

Yharel can only use these actions while within his palace of ice in the Soulfrost Depths.

Realm of Stillness. Time itself is not impervious to the ancestral stasis exuded by Greatwyrm Yharel, and creatures attempting to overthrow it bear the brunt of this disruption. At the start of each round, creatures within 60 feet of Greatwyrm Yharel must succeed on a DC 26 Resolve (or Wisdom) saving throw or have their initiative lowered by 4, potentially demoting them from the turn order.

Creatures who reach negative initiative through this effect lose their next turn and must roll initiative again.

Ice Pillars. Up to three icicle-like formations shoot up from the ground, acting as difficult terrain and potentially impaling creatures. The icicles are considered huge objects (15x15ft.). Creatures within their area when they appear must make a DC 26 Dexterity saving throw, taking 4d6 bludgeoning damage and 4d6 cold damage on a failed save, or half as much on a successful one.

Cryogenesis. Ice elementals spawn at different points within 60 feet of Yharel, aiding the Greatwyrm in battle. Roll 1d4 twice against the following list to determine which creatures are spawned:

1: Four Iceborn Beasts.

2: Two Iceborn Nymphs.

3: One Iceborn Horror.

4: One Forlorn Draugr.

These cryogenic creatures are formidable, but they lack the physical and elemental stability of their trueborn counterparts. If they take 15 or more fire damage from a single attack or magical effect, they instantly vaporize in a burst of frozen mist.

Creatures might be able to spot this magical instability with a successful DC 18 perception check.

Glacial Divide. With a roar, Yharel causes walls of thick ice to rise from the ground, creating barriers. It can create up to three walls, each being up to 20 feet long, 20 feet high, and 5 feet thick. These walls last until Yharel uses this lair action again or until destroyed. Each wall has AC 12, 30 hit points, vulnerability to bludgeoning damage, and immunity to cold, psychic and poison damage.

If a wall is reduced to 0 hit points, it shatters, causing shards of sharp ice to scatter. Creatures within 10 feet of an ice barrier when it shatters must succeed on a DC 17 Dexterity saving throw or take 17 (3d10) piercing damage.

Frozen Echoes Ghostly wyrm-like apparitions of frozen mist, mirroring Greatwyrm Yharel’s ancient siblings, emerge from icy surfaces within the lair. Yharel can target up to three creatures it can see. Each target must succeed on a DC 19 Wisdom saving throw or be convinced that they are fighting multiple dragons, imparting disadvantage on their attacks and ability checks for the next round due to the overwhelming fear and confusion.

Regional Effects

Forsaken Depths. The area within 6 miles of Yharel’s lair is in a perpetual state of unendurable stasis. The control weather spell can lower this to a state of biting frost in a 1 mile radius around the caster.

Frozen Memories. Creatures within 1 mile of the lair occasionally experience glimpses of Yharel’s traumatic past: the death of Ysgar the Blessed being the most common of these visions, but also remembrances of the brutal, bloody battles of the Final Ascent.

Temporal Stasis. Time is partially frozen within 6 miles of Yharel’s lair: creatures don’t age, and the only thing that seems to move is the frozen brume that covers the entirety of Hestra.

There aren’t even blizzards here – an eerie tranquility is draped over the region, only disturbed by the dormant grumbling of Greatwyrm Yharel itself, and the methodical march of its elemental worshipers.

Threadmaster’s Archive: Greatwyrm Yharel

 

 

The Tale of Light and Shadow

Agnar

Wielder of Might

“I am sorry. I do not wish to alarm you. Maybe you were expecting something else. Something greater. I am but the echoes of a dead god, hero. I cannot even put up a proper fight. You have earned the right to stand before me through strength, I know that. You followed the Way of the Crucible. If you have come to this place to claim the flame for yourself, I don’t imagine I’ll be much of a challenge. That is a risk my followers and I are willing to take. Would you listen to me, if just for a moment?”

 

 

Agnar, Ghost of the Crucible

Medium Undead (Teng), lawful neutral


Armor Class
20 (natural armor)
Hit Points
575 (50d8 + 350)
Speed
40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
28 (+9) 18 (+4) 25 (+7) 18 (+4) 22 (+6) 28 (+9)

Saving Throws
Strength +18, Constitution +16
Skills
Athletics + 25, Perception + 14, persuasion +17
Damage Immunities
Fire, Cold, Poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 240 ft., passive Perception 24
Languages
All
Challenge
28 (120,000 XP)

Legendary Resistance (3/day). If Agnar fails a saving throw, he can choose to succeed instead.

Greater Magic Immunity. Agnar can’t be affected or detected by spells 7th level or lower unless he wishes to be. He has advantage on saving throws against other spells and magical effects.

Thread of Divinity. Agnar possesses a Thread of Divinity, a remnant of gods long past. In the event of his death, the Thread will gently float above his corpse, ready for another to claim. If they attempt to claim it, they must first succeed on a DC 20 Charisma saving throw or suffer 20d10 force damage. Then, they must convince the Thread of Might to attune to them, and vow to protect it from those who want to destroy it. A creature that claims a Thread of Divinity becomes an ascended being of CR 26 or higher.

Might Incarnate. Creatures of Agnar’s choice within 30 feet of him must succeed on a DC 25 Strength, Dexterity, or Constitution saving throw (the target’s choice) or be reduced to 0 hit points. A creature that succeeds this saving throw becomes immune to this ability for the next 24 hours.

Additionally, Agnar can replace the result of any Strength-based roll with his Strength score.

Reckless. When Agnar makes his first attack in a turn, he can choose to give advantage to all his attacks using Strength for the turn. When he does so, all attacks against him have advantage until the start of his next turn.

Presence of Flame. Agnar sheds bright light in a 120-foot radius and dim light in an additional 240 feet. His presence is enough to melt away his enemies and protect his allies. Agnar can grant fire immunity to creatures of his choice within 60 feet of him.

If Agnar is below 250 hit points, he ignites himself in a mighty rage. All creatures of his choice within 60 feet suffer 35 (10d6) fire damage and 35 (10d6) radiant damage at the end of his turn. Creatures damaged by this feature catch fire; until someone takes an action to douse the fire, a creature takes 12 (2d10) fire damage at the start of each of its turns.

Innate Spellcasting. Agnar’s spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: counterspell, immolate, fireball

3/day each: blade barrier, fire storm, resurrection

1/day each: power word: stun, control weather

Actions

Multiattack. Agnar makes two unarmed strikes. He can replace either of them with a Radiant Smite.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 17 (5d6) radiant damage and 17 (5d6) fire damage. A creature hit by this attack must succeed on a DC 20 Constitution saving throw or be stunned until the end of their next turn.

Agnar can choose to give each of his unarmed strikes an additional effect, choosing from the options below:

Knock. A creature hit by this attack must make a DC 25 Strength saving throw or be knocked prone.

Push. A creature hit by this attack must make a DC 25 Strength saving throw or be pushed 30 feet back.

Grapple. A creature hit by this attack must make a DC 25 Dexterity saving throw or be grappled (escape DC 25).

Radiant Smite. Agnar calls down a radiant beam of light unto a target he can see within 120 feet of him. The target must make a DC 25 Dexterity saving throw, taking 10d10 radiant damage on a failed save, or half as much on a success. On a failed save, the target also gains one random damage vulnerability from the following list (roll 1d6 to determine which): acid, cold, fire, lightning, poison or thunder.

Supernova (recharge 5-6). Agnar manifests a gravitational singularity through sheer force of will. Creatures within 120 feet of him must succeed on a DC 25 Strength saving throw or be pulled up to 60 feet closer to him, ending up prone.

At the start of his next turn, all creatures within 30 feet of Agnar must make a DC 23 Dexterity saving throw, taking 70 (20d6) fire damage plus 70 (20d6) radiant damage on a failed save, or half as much on a success. Creatures reduced to 0 hit points by this ability are disintegrated into a pile of golden dust.

When Agnar is reduced to 250 hit points, this ability automatically recharges and triggers on his next turn.

Legendary Actions

Agnar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Agnar regains spent legendary actions at the start of his turn.

Strike. Agnar makes an Unarmed Strike.

Flamecall. Agnar casts Immolate or Fireball.

Apparate (Costs 2 Actions). Agnar teleports to an unoccupied space he can see within 120 feet.

Radiant Smite (Costs 2 Actions). Agnar uses his Radiant Smite action.

The Tale of Light and Shadow

 

 

The Tale of Light and Shadow

Nemesis

Wielder of Dusk

“He… sent you. I see. You must be worthy of Might, then. Why… didn’t you take it? The Thread, I mean. Power… at the grasp of your hand. Yet you chose to leave him there. To leave my Agnar… alone. Suffering. You must feel quite righteous. The Hero, here to put an end to the Night. There is nothing, child. There is nothing here for you. If you wish to take my Thread away, to free this accursed land, then go ahead. You’d be doing all of us a favor. I am Nemesis, Wielder of Dusk. Let the Night consume your soul.”

 

 

Nemesis, Lady Eternal

Medium Undead (Teng), lawful neutral


Armor Class
22 (natural armor)
Hit Points
525 (50d8 + 300)
Speed
40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 30 (+10) 22 (+6) 27 (+8) 28 (+9) 30 (+10)

Saving Throws
Dexterity +19, Constitution +15, Wisdom +18, Charisma +19
Skills
Arcana +26, Perception + 18
Damage Immunities
necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 240 ft., passive Perception 28
Languages
All
Challenge
30 (155,000 XP)

Legendary Resistance (3/day). If Nemesis fails a saving throw, she can choose to succeed instead.

Greater Magic Immunity. Nemesis can’t be affected or detected by spells of 7th level or lower unless she wishes to be. She has advantage on saving throws against other spells and magical effects.

Thread of Divinity. Nemesis possesses a Thread of Divinity, a remnant of gods long gone. In the event of her death, the Thread will gently float above her corpse, ready for another to claim. If they attempt to claim it, they must first succeed on a DC 20 Charisma saving throw or suffer 20d10 force damage. Then, they must convince the Thread of Dusk to attune to them, and vow to protect it from those who want to destroy it. A creature that claims a Thread of Divinity becomes an ascended being of CR 26 or higher.

Wielder of Dusk. Nemesis is attuned to the Thread of Dusk and embodies its values. She represents night, endings, and sleep. Let the Night take you into a peaceful slumber.

A profound darkness surrounds Nemesis. She can extend these shadows up to 200 feet in all directions. This magical darkness extinguishes all light. A creature that enters the dark for the first time must make a DC 28 Wisdom saving throw. On a failure, they are blinded, deafened, incapacitated, and frightened for as long as they remain within the darkness. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature becomes immune to this feature for the next 24 hours.

A creature within 30 feet of the Ring of Repentance automatically succeeds its save against this effect. Too bad Nemesis took it.

Presence of Night. Nemesis is darkness incarnate. Her mere presence can snuff out the fire within a hero’s very soul.

If a creature starts its turn within 30 feet of Nemesis, they must make a death saving throw, regardless of their current hit points. On a failure, that death save is permanently crossed for the next hour. If a creature has three death saves crossed, they immediately die, regardless of their current hit points.

In addition, unconscious creatures within 30 feet of Nemesis die at the start of Nemesis’ turn. A creature that dies within 30 feet of Nemesis has its soul trapped by the goddess, and they cannot be revived in any way until Nemesis is defeated.

Innate Spellcasting. Nemesis’ spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: counterspell, ray of enfeeblement, hold person, blight

3/day each: finger of death, disintegrate, force cage

1/day each: power word: stun, power word kill, psychic scream

Actions

Touch of Night. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 10) bludgeoning damage plus 35 (10d6) necrotic damage. A creature hit by this attack must succeed on a DC 20 Constitution saving throw or be put into a deep slumber until the end of their next turn.

A creature that is sleeping within 30 feet of Nemesis at the start of her turn is instantly killed as per the Presence of Night feature.

Necrotic Burst. Nemesis summons a burst of necrotic energy in a 15-foot radius sphere centered on a point she can see within 120 feet. Each creature in that area must make a DC 28 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much on a success.

Fathomless Night (recharge 5-6). Nemesis extends her hands forward, manifesting a cursed wind in a 90-foot-cone in front of her. Each creature in that area must make a DC 28 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw must make a DC 20 Wisdom saving throw or fall into a deep slumber from which they will never wake from. Only a Greater Restoration spell can wake a creature affected by this ability.

A creature that is sleeping within 30 feet of Nemesis at the start of her turn are instantly killed as per the Presence of Night feature.

Legendary Actions

Nemesis can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Nemesis regains spent legendary actions at the start of her turn.

Grasp. Nemesis uses her Touch of Night action.

Detect. Nemesis makes a Wisdom (Perception) check.

Arcana of Dusk. Nemesis casts a spell from her Innate Spellcasting list.

Apparate (Costs 2 Actions). Nemesis teleports to an unoccupied space within 120 feet.

Necrotic Burst (Costs 2 Actions). Nemesis uses her Necrotic Burst action.

Telekinetic Force (Costs 2 Actions). Nemesis uses an action to exert her will upon the world, as per the effects of the Telekinesis spell.

Nemesis, Wielder of Dusk

 

 

Oh, Friend…

What a turn of events. Don’t mind the dead Templars, they were trying to stop me. Now, I hope this isn’t a surprise, I did say I had wings. This is my true form, friend, one which not many catch a glimpse of. Yes, I am Darius the Traveler, Earl of the Stars, Champion of the Unbroken, Defender of Freedom! It does get longer every time I say it… Hey, why the long face? Is it the dead angels? Do they disturb you? No… you have seen worse, I’d wager. Well, I must ask, though I fear I already know the answer: what are you doing at the very doors to Asterion’s Prison?

Oh, I see. They have corrupted your mind, haven’t they? There is no other explanation to why you, of all people, would attempt to stop me. To save this city. This rotten den of criminals and self-righteous murderers, this monument to slavery, this gilded cage… No. I won’t relent. This is where I should be. This is my purpose, friend. After all we did together, you stand against me? Lyntas is doomed. Asterion will be free, and his wrath will scorch the Plains of Aeryn in avenging fire. They have it coming… You know that.

I was a Starfolk once. Then, I found a Thread of Divinity. I have transcended beyond these puny angels; now I follow the dead gods. If you pay attention, you can listen to them, still. Well, who am I kidding? That’s exactly what you have been doing all this time, isn’t it? You and your City of Strings… following the paths laid by our divine forebearers. Yes, I understand now. You work for her, don’t you? Ariadne Stringweaver… A killer, most definitely. You do not know her, friend. You do not know her true purpose, what she’s done…

And to think the illustrious City of Strings would send someone to stop me! What’s in it for you? What do you gain of all this? You… you are just like them. You do not fight for freedom. You never did! Well, no matter. You cannot stop me, friend. I am even greater than your Mistress of Strings, even if she also possesses a Thread of Divinity. I have glimsped the stars, and there, I saw a path forward. The Gods did not die in vain. Asterion, God of the Sun, shall be free, and his wrath will destroy this nauseating world! It shall burn away the greed, the devotion, the crimes of the Caelum Temple; and from its ashes, a new realm shall be born! One that will never rest until every Tyrant is laid bare! That, I’m afraid, includes your precious Ariadne, friend. Prepare yourself.

I am Darius the Traveler, and I deem your life forfeit.

Threadmaster’s Archive: The Traveler

 

 

Darius, Wielder of Anarchy

Large celestial, chaotic neutral


Armor Class
23 (natural armor)
Hit Points
473 (35d12 + 245)
Speed
50 ft., fly 150 ft.

STR DEX CON INT WIS CHA
29 (+9) 28 (+9) 24 (+7) 27 (+8) 26 (+8) 32 (+11)

Saving Throws
Constitution +17, Wisdom + 17, Charisma + 20
Skills
athletics + 18, perception + 17, religion + 17,
Condition Immunities
charmed, exhaustion, frightened, poisoned
Damage Resistances
fire, cold, lightning; slashing, piercing and bludgeoning from non-magical attacks.
Damage Immunities
poison, radiant
Senses
truesight 240 ft., passive Perception 27
Languages
All
Challenge
30 (155000 XP)

Legendary Resistance (3/day). If Darius fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Darius can’t be affected or detected by spells of 5th level or lower unless he wishes to be. He has advantage on saving throws against other spells and magical effects.

Thread of Divinity. Darius possesses a Thread of Divinity, a remnant of gods long past. In the event of his death, the Thread will gently float above his corpse, ready for another to claim. Only the creature that dealt the final blow to Darius may claim the Thread. If they attempt to claim it, they must first succeed on a DC 20 Charisma saving throw or suffer 20d10 force damage. Then, they must convince the Thread of Anarchy to attune to them, and vow to protect it from those who want to destroy it–along with all remnants of the gods. A creature that claims a Thread of Divinity becomes an Ascended Being of CR 26 or higher, depending on their previous level of power.

Unendurable Presence. Darius is no longer a mere starfolk, and his command over the forces of reality goes far beyond gravity. That which he wishes undone simply… disappears.

Creatures within 30 feet of Darius’ choice that are below CR 7, or 7th level if they’re player characters, are instantly disintegrated (no action required). When creatures of CR 7 / 7th level or higher are targeted by this ability, they must make a Charisma saving throw with a DC of 30 minus their character level / CR (minimum DC of 10). On a success, they take 2d12 force damage. On a failure, they are disintegrated.

Innate Spellcasting. Darius’ spellcasting ability is Charisma (spell save DC 28). It can innately cast the following spells, requiring no material components:

At will: counterspell, energy feedback, cause arrhythmia, greater invisibility, pulverizing radiance

3/day each: plane shift, dominate monster, heal, teleport, power word: penance

1/day each: time stop, power word: stun, power word: kill

Wielder of Anarchy. Darius is attuned to the Thread of Anarchy, and embodies its values. The very rules of the universe have a tendency to crumble around him. At the start of a combat round, roll a d6. An effect persists until a new one is selected. If the same effect is rolled twice in a row, the effect is dispelled and the round carries on without the influence of Anarchy.

Roll Effect
1 All rolls made within 120 feet of Darius are inverted as soon as they are rolled. A natural 1 becomes a natural 20, a 19 becomes a 2, and so on and so forth. Darius’ own rolls are also affected, but he may choose which result to keep between the two.
2 Spells cast within 60 feet of Darius now expend a spell slot two levels higher than their original slot. A magic missile spell expends a 3rd level slot, while a Greater Invisibility spell expends a 7th level slot. Spells of 8th and 9th level cannot be cast. Darius is unaffected by this.
3 Creatures fighting Darius roll a d6, and are placed on the Initiative order according to their result (Dexterity breaking any ties). Darius can choose to go first or last.
4 Creatures within 90 feet of Darius lose their action but gain an additional bonus action on their turn.
5 Darius breaks the fourth wall and shuffles everyone’s character sheets. All players must now play a different character until this effect has passed.
6 Creatures fighting Darius stop and reflect upon their actions. Everyone in the Initiative order skips their turn, except for Darius. He is a gentlemen though, and will also skip his turn if he is not in mortal danger. He will instead take the opportunity to start a conversation and lecture his enemies on the merits of anarchy and the abuses of power created by hierarchies.

Actions

Multiattack. Darius makes four attacks: two with his wings (he may choose between Divine Featherthrow and Wing Bash) and two with its claws.

Divine Featherthrow. Ranged Weapon Attack: +18 to hit, reach 900 ft., one target. Hit 23 (4d6 + 9) piercing plus 25 (4d6 + 11) radiant damage. A creature hit by this attack must succeed on a DC 26 Constitution saving throw or be blinded until the end of their next turn.

Wing Bash. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 25 (4d6 + 11) radiant damage. A creature hit by this attack must succeed on a DC 26 Strength saving throw or be knocked 30 feet away from Darius.

Claws. Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit 30 (6d6 + 9) slashing damage plus 25 (4d6 + 11) radiant damage.

Starfall (recharge 4-6). Darius teleports a falling star from the Plains into the battlefield, letting it crash onto his enemies. The star explodes in a point Darius can see within a mile. Each creature in a 40-foot-radius sphere centered on the point must make a DC 28 Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 radiant damage and 20d6 bludgeoning damage on a failed save, or half as much on a successful one. All creatures damaged by the Starfall are Irradiated for 3 rounds.

Threadmaster’s Archive: the Traveler

 

 

Legendary Actions

Darius can take three 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. Darius regains spent legendary actions at the start of his turn. Darius often forgets to use them, as he rarely is in true danger.

Claw. Darius makes a claw attack.

Wings. Darius makes a wing attack. Alternatively, he can move up to half his flying speed.

Warp space (Costs 2 Actions). Darius changes places with another creature within 120 feet. A creature can attempt to resist this effect by succeeding on a DC 28 Charisma saving throw.

Redistribution (Costs 2 Actions). Darius switches the Hit Point values of two creatures within 120 feet of him. He cannot target himself with this ability. If the creatures are unwilling, they must roll a DC 28 Charisma saving throw. If both creatures fail, their hit point values are switched – if either of them succeed the action has no effect.

Interlink (Costs 2 Actions). Darius targets two creatures within 120 feet. If they are unwilling, they must roll a DC 28 Charisma saving throw. If both creatures fail, they are interlinked for 1d4 rounds – if either of them succeed, the action has no effect. Any spell or magical effect that targets one creature automatically targets the other, be it harmful or otherwise.

Equalize (Costs 2 Actions). Darius sets the hit point value of all creatures within 60 feet of him to 80. An unwilling creature may attempt to resist the effect by succeeding on a DC 28 Constitution saving throw.


DM’s Note: Remember, Darius is meant to be the final boss of a campaign! Don’t limit yourself by the pitiful precedent of the other CR 30 monster we all know (and love?). If you think Darius here is too powerful, lower his spell save DC, HP… anything goes. Right now, most of his effects have a DC of 28, which is almost impossible to attain. Consider making it around 20-26, depending on the power of your players!

Induce Anarchy

Darius manifests the power of the Thread of Anarchy in an 20-foot radius sphere centered on a point within 120 feet. Creatures within the area must succeed on a DC 28 Charisma saving throw or move half their speed in a random direction. Depending on the main class of the creature, this ability has additional effects. Once a player has rolled this saving throw, they cannot be affected by Induce Anarchy for the next 24 hours. This ability costs 3 legendary actions.

Barbarian. A barbarian immediately ends its rage, attacks himself once, then and throws its main weapon as far as it can.

Bard. A bard’s mouth disappears. It loses its ability to speak and cast spells for 1d4 rounds (or until the effect is dispelled by a greater restoration or remove curse spell).

Cleric. A cleric speaks ill of its god and begins to commit an act its religion would consider heresy on its turn, as if controlled by a Dominate Monster spell. The effect fades after 1d4 rounds (or until the effect is dispelled by a greater restoration or remove curse spell).

Druid. A druid’s wildshape is dispelled. On its turn, it casts a harmful spell of 4th level chosen by the DM against its allies. If it has no 4th level spell slots, it casts a 3th level spell.

Fighter. A fighter uses an Action Surge on their next turn then proceeds to stand perfectly still. If no Action Surges are available, it instead expends one use of the Indomitable feature.

Monk. A monk moves half its speed to a nearby friendly creature and immediately uses all its attacks against it using Stunning Strike. If no creatures are in range, it attacks itself using Stunning Strike.

Paladin. A paladin immediately moves half its speed directly away from Darius. On its turn, it will use its movement and action to run as far away as possible. This effect lasts for 1d4 rounds.

Ranger. A ranger immediately uses all its attacks on the nearest animal. If no animals are within range, it will target the nearest friendly creature. On its turn, it will lay prone and cast Hunter Mark on itself as if controlled by a Dominate Monster spell. The Ranger will lay prone without taking action for 1d4 rounds (or until the effect is dispelled by a greater restoration or remove curse spell).

Rogue/Artificer. A rogue/artificer will immediately reveal itself if it was hiding. On its turn, it will stand still and use its action to unnatune to a single magical item. It will then use its bonus action to throw the item in the direction of Darius.

Sorcerer. A sorcerer will immediately expend 1d6 + 1 sorcery points, transforming them into the highest level spell slot it can. With that spell slot, it will cast a harmful spell of the DM’s choice on itself.

Warlock. A warlock cannot benefit from Eldritch Invocations for 1d4 + 1 rounds (or until the effect is dispelled by a greater restoration or remove curse spell).

Wizard. A wizard immediately drops concentration and ends any ongoing spell. It will attempt to Counterspell any spell within 60 feet of it that is not cast by Darius until the end of its next turn. For the purposes of this effect, the wizard is considered to have the Counterspell spell memorized, even if they don’t know it.

Threadmaster’s Archive: The Traveler

 

 

iron Davyr

Finally…

Oh, my most diligent associates, you are here! Well, damn the surprise. I found it! I found a way for impulse, or more precisely, its hit of Eminent Energy, to be with me forever. You see, biological bodies are not made to bear its power, so they fail, sooner or later. The power of true order… is for machines. So I became one. Sparks and the Lex-I arm all led me to this.

The imbecile Shatterers might think they can embody the order of their Dead God, but they can’t. Sophisticated as their minds might be, they are not machines. They are not like Sparks. They are not like me. Gyreon, I am sure, was also a construct.

Ugh, it grinds against my teeth, that word. Constructs? Like we need to be made, fabricated? By lesser beings? Please. The universe is mathematical equation and arcane calculus, no more. Its creator was a machine. You, of flesh and bone, are the constructs.

I built this perfect body myself, and soon will do what Gyreon himself was forbidden from doing by the Enemy: shape the universe with biomechanical and arcane perfection. All will be assimilated, and when Eternity returns… we’ll be ready. Imagine if all the Gods had been as strong as Gyreon… another tale, assuredly.

I don’t know if the shark empress knew all of this, but… do you feel it? The power of change in the core of this moon? The essence of a Change of Age, present in these ancient stones? With the empress’ ritual finally completed, I’ll be ready to prepare this galaxy for the invasion of the Enemy. Chaos will not have its way.

What? You… don’t want to change? No, no. You don’t understand. This is the ultimate hit. You have no idea what eminent energy feels like, it’s… it’s made me who I’m meant to be. The man I knew I could become. You can be that too! I promise, the feeling of impulse… every second of every hour. You’ll be limitless.

Still no? Pity. I had not expected to crush my first defectives quite so early.

The Fated Day: Davyr’s Transformation

 

 

Novamorph Davyr

Medium construct, neutral evil


Armor Class
25 (living metal)
Hit Points
560 (66d8 + 260)
Speed
60 ft., fly 120 ft.

STR DEX CON INT WIS CHA
22 (+6) 30 (+10) 18 (+4) 28 (+9) 14 (+2) 19 (+4)

Saving Throws
Str +15, Dex +19, Int +18
Damage Vulnerabilities
psychic (if below 4 Eminent Wisps)
Damage Resistances
lightning, fire
Damage Immunities
poison; bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities
charmed, frightened, unconscious, poisoned
Senses
truesight 90ft.
Languages
Gyreon, telepathy 240 feet
Challenge
30 (155,000 XP)

Legendary Resistance (3/day). When Davyr fails a saving throw, it can choose to succeed instead.

Matrix Mind. Davyr’s mind, bound to a construct of living metal, is still very much alive and constantly computing. He cannot be charmed, frightened, or put to sleep by magical means. Additionally, any attempt to read his thoughts or emotions, or to communicate with him telepathically, causes the creature attempting such a connection to take 21 (6d6) psychic damage.

Eminent Metal. Davyr’s body is imbued with ten Eminent Wisps, which he has collected over the course of his tenure as Keep Maester and impulse dealer. They travel his form slowly, gleaming as they travel through the living metal. Depending on how many Wisps remain with him, he gains the following traits:

10 Wisps: The Living Metal’s already impressive self-repairing qualities are boosted. Davyr regains 25 hitpoints at the start of each of his turns.

7 Wisps: The inherently arcane properties of Eminent Energy shield Davyr from magical assault. Spells of 5th level or lower that target him are automatically dispelled upon contact, and he has advantage on rolls to resist other spells and magical effects.

5 Wisps: The Eminent Energy forms a mighty ward across Davyr’s body, making him immune to nonmagical bludgeoning, piercing and slashing damage.

3 Wisps: The Eminent Energy grants Davyr truesight out to a range of 90 feet. Being below four Wisps has negative effects on Davyr’s mind, giving him vulnerability to psychic damage.

1 Wisp: One Wisp is barely enough to sustain Davyr’s eminence-dependent construct form. His flying speed is slashed in half, and he cannot perform attacks that require recharge. If he loses his last Wisp, Davyr gains one point of exhaustion per round until he dies.

Limitless Caster. Davyr can cast the following spells requiring no material components. His spellcasting ability for them is Intelligence (spell save DC 26, +18 to hit with spell attacks).

At will: Starfire, Dimension Door, Fabricate, Resilient Sphere

3/day each: Cosmic Singularity, Disintegrate, Reverse Gravity, Counterspell

1/day each: Nebula, Meteor Swarm

Consumes Three Wisps: Wish

Eminent Forbiddance. At the start of each of his turns, Davyr can choose one school of magic to forbid. Creatures within 120 feet of him (including himself) must succeed on a DC 25 spellcasting ability when they attempt to cast a spell of that school. On a failure, the spell fails and the slot and action it was casted with are wasted.

Experienced casters can feel the forbiddance take effect when it is cast.

Actions

Multiattack Davyr makes three attacks with his Unendurable Grasp or Wrist Flare. Alternatively, he can make one attaack and use his Double Eye Beam, if available.

Unendurable Grasp. Melee Weapon Attack: +15 to hit, reach 5ft., one large or smaller target. Hit 17 (3d6 + 6) bludgeoning damage and 11 (2d10) force damage, and the target is grappled (escape DC 23). Davyr can have only one creature grappled in this way.

Wrist Flare. Ranged Weapon Attack: +19 to hit, range 240/480ft., one target. Hit 21 (2d10 + 10) fire damage and 11 (2d10) force damage.

Double Eye Beam (recharge 4-6). Davyr fires dual beams of force in a 60 foot long, 10 foot wide line in front of him. Creatures within that area must make a DC 26 Dexterity saving throw, taking 21 (6d6) fire damage, 21 (6d6) radiant damage and 21 (6d6) force damage and on a failed save, or half as much on a successful one.

Transmogrify Item (Costs One Wisp). Davyr targets one magical item he can see within 30 feet of him, turning it into a nonmagical rubber version of itself. If a creature is attuned to the item, they can attempt a DC 26 Charisma saving throw to resist this effect. The transformation lasts for one minute.

The Fated Day: Novamorph Davyr

 

 

Bonus Actions

Fast Arcana. Davyr casts a spell of 7th level or lower from his Limitless Spellcaster list.

Commanding Eminence. Davyr casts the Suggestion spell (spell save DC 27), targeting a creature within his telepathic range of 240 feet. He can spend one Eminent Wisp to cast Dominate Monster instead.

Reactions

Undying Eminence (Costs Two Wisps). If Davyr reaches 0 hitpoints, he can immediately use his reaction to spend two Eminent Wisps to regain 150 hitpoints instead of dying.

Legendary Actions

Novamorph Davyr can take three 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. He regains spent legendary actions at the start of its turn.

Construct’s Onslaught. Davyr makes a Wrist Flare or Unendurable Grasp attack.

Irradiate. A pulse of purple radiation beams out of Davyr’s electromechanical body. Creatures within 30 feet of him must make a DC 25 Constitution saving throw, taking 21 (6d6) radiant damage and becoming poisoned for one minute on a failed save. On a successful save, they take only half damage and aren’t poisoned.

Dashthrough. Davyr sprints at supersonic speeds in a 30 feet line in a direction of his choosing. Creatures in that path must succeed a DC 27 Dexterity saving throw to move out of the way or take 28 (5d10) bludgeoning damage and be knocked prone.

Limitless Arcana (Costs 2 Actions). Davyr casts a spell from his Limitless Spellcaster list.

Eminence Shock (Costs 2 Actions) (Costs One Wisp). Davyr targets a creature it has grappled with a powerful surge of Eminent Energy. The target must make a DC 20 Constitution saving throw or take 100 force damage, as the rippling energy undoes their molecular binds.

Time Shatter (Costs 3 Actions) (Costs One Wisp). Davyr shatters the flow of time to erase the effects of one action performed in his presence in the past round. For example, he can recover the hitpoints from an attack that hit him, or prevent a magic item from being activated. Reality reshapes itself to accommodate the change.

A Note About Davyr, From the Creators…

You might have noticed that Davyr can cast the Wish spell in exchange for three Eminent Wisps. We’re here to recommend moderation in the use of that ability: since Wish has so much DM discretion, it can feel unfair to your players if you allow Davyr to use it in a very powerful way.

We recommend using Davyr’s Wish to replicate a spell, or to perform actions of similar power to some of his most powerful abilities. Every table is different, however. If you’re all okay with wishing the party’s Armor of Invulnerability away, it can be cool. Davyr likes to toy with reality like that. But this is a team game, and everyone’s fun should come first!

The Fated Day: Novamorph Davyr

 

 

Finally. I’ve Been Waiting.

For such fabled heroes, you did take your time. You extend a challenge? To your Emperor? Daring. Reckless, even. I would expect nothing less from the Ferryman’s chosen. He always had a good eye for those destined for greatness. This battle has been written in the stars from the moment I was chosen. Those that would come to defeat me. Those worthy of Pride. The Leung did say… if I chose Adras, my fate would be sealed.

Good. Let fate itself conspire against me.

Pride is a particular sin. It fills you with purpose, beyond any other. Spite… oh how strong can it burn. It can inspire against overwhelming odds. The profound satisfaction to stand against all. It’s what brought you this far. While those dogged dragons tremble in their cages, you walk the golden stairway and face the greatest conqueror this world has ever seen. You feel it too, don’t you?

Pride… such a pure feeling. Let’s see if Adras truly made the right choice. Let’s see if I can vanquish fate, this time. For if I can defeat those my truest friend brought to fell me… Then I would have been right… All Along.

To Restore the Narak: Finale

 

 

Pride

Large yokai, lawful evil


Armor Class
25 (natural armor)
Hit Points
625 (50d10 + 350)
Speed
60 ft., fly 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 24 (+7) 18 (+4) 20 (+5) 30 (+10)

Saving Throws
Str +19, Dex +14, Cha +19
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities
necrotic, poison
Condition Immunities
charmed, frightened, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
truesight 120 ft., passive Perception 24
Languages
All
Challenge
30 (155,000 XP)

Legendary Resistance (5/day). When Pride fails a saving throw, he can choose to succeed instead.

Yokai Scent. Within a mile, the Yokai can follow the trace of a creature it has learned the scent of. It also detects the presence of other Yokai.

Ethereal Creature. Pride can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. In addition, Pride can cast Greater Invisibility on itself at will and his attacks are considered to be magical.

Limited Magic Immunity. Pride can’t be affected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Armor of Spite. Pride becomes immune to the last type of elemental damage (fire, cold, acid, lightning, thunder) that he took. This immunity changes every time he takes a different type of damage.

In addition, Pride cannot take more than 100 points of damage in a single turn. Any damage above this limit is nulled as the Emperor’s armor shines with a golden light until the start of his next turn.

A Will Beyond Fate. Pride has chosen an impossible path and prevailed. His will has become so powerful it bends reality. He can use his bonus action to utter one of the following commands. A creature cannot be affected by more than one command per round of combat.

Attack: A single creature of Pride’s choice that can hear him within 90 feet immediately uses its reaction to take an attack of opportunity against a creature of Pride’s choice within range.

Kneel: A single creature of Pride’s choice that can hear him within 120 feet must stop dead in their tracks and fall prone. Their speed becomes 0 and they cannot move of their own volition until the end of their next turn.

Break: A Large or smaller non-magical object within 30 feet of Pride breaks irreparably. A sword is cut in half, an armor falls apart, a shield turns to splinters.

Fall: A single large or smaller creature of Pride’s choice is flung 60 feet in a direction of Pride’s choosing.

Suffer: A single creature of Pride’s choice that can hear him within 30 feet suffers 5d10 force damage.

Innate Spellcasting. Pride’s spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components:

3/day each: plane shift, dominate monster, heal, teleport, echo of leung

1/day each: time stop, power word: stun, power word: kill, reflective scales

Actions

Multiattack Pride makes three attacks with his Unarmed Strikes. Alternatively, he can make one attack and use his Degrade Power ability, if available.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage plus 17 (5d6) necrotic damage and 17 (5d6) radiant damage.

Pride can choose to give each of his unarmed strikes an additional effect, choosing from the options below:

Knock. A creature hit by this attack must make a DC 27 Strength saving throw or be knocked prone.

Push. A creature hit by this attack must make a DC 27 Strength saving throw or be pushed 30 feet back.

Grapple. A creature hit by this attack must make a DC 27 Dexterity saving throw or be grappled (escape DC 27).

Degrade Power (Recharge 5-6). Pride points to a creature within 60 feet and degrades them. A creature must succeed on a DC 27 Charisma saving throw or lose all class features gained in the last three levels. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Pride can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Pride regains spent legendary actions at the start of his turn.

Strike. Pride makes an Unarmed Strike.

Command. Pride uses a command from A Will Beyond Fate.

Apparate (Costs 2 Actions). Pride teleports to an unoccupied space he can see within 120 feet.

Degrade Power (Costs 2 Actions). Pride uses his Degrade Power action.

Thread of Dominion (Costs 3 Actions). Pride shapes reality itself, gaining power over 1-cubic mile of inanimate material around him. With it, he can do as he pleases; he can create castles from rubble, turn water into lava, tear down a city. With this ability, he can cause the following spells to occur naturally: Meteor Swarm, Earthquake, Control Weather, Tsunami. Any save provoked by this ability has a DC of 20.

Most things this ability is able to do will take more than a single round to complete. A castle cannot be erected in six seconds! As such, if Pride is creating an original effect, he must concentrate on this ability and cannot take other actions.

To Restore the Narak: Finale

 

 

Through Ruin

Reality dissipates, and for the first time, you see beyond its veil. Maddening, primeval things. The true canvas of existence appears as you leave the oblivion chamber behind, transported by the Gate of Ruin.

You see thousands of universes, like specs of dust in a vast darkness, painted across a landscape of eldritch storms, black holes and entities beyond mortal comprehension.

Tendrils of darkness are spread around many of the universes, orbiting them and slowly approaching. You feel in your soul the dying energy of an expiring reality…

Behind you, a bright universe seems almost engulfed by the astral shadow. Your universe, besieged by the Enemy, kept only by the Seal of the Dead Gods, manifesting as a small but unrelenting shield of divine light that blocks the obscurity from seeping through. From time to time, droplets of grim darkness penetrate anyway.

Every single being on every single plane of existence, kept alive by this seal, a candle in the wind of an indifferent cosmos… An indescribable vertigo washes over you.

You feel the vertigo turn into a magical dread, ready to devour you from the inside. An existential sickness. Is this how aberrations are born? You… don’t want to become an aberration. You resist the pull of insanity with all your might.

A strong current of omniturgical power, manifesting as neon-green runes, draws you back to the shelter of reality, but not towards the universe itself… towards the seal. Towards the secret, deepest part of the Gardens of Omniturgy, separated from the rest of reality by a thin layer of cosmic nothingness.

The Enemy’s Seal

 

 

Into the Keystone

Your head still spinning with images of cosmic dread, you find yourself transported into an enormous circular megastructure, covered with eldritch machinery, bronze pipes and platinum cables, supercomputers and legendary artifacts of unknown origin…

And in the middle of it all, an enormous beast of a God, walking a stoic and exhausted pace, powering a thousand mechanisms seen and unseen, shaking the foundations of the structure, and reality itself, with each monstrous step. You… are not even an ant in the face of this being. You are the size of a grain of sand, an unseen molecule before the giant that upholds existence as we know it.

And yet, now that you are here, you have the power to change it all. Working across the megastructure you see dozens of Savants of Omniturgy, channeling the power of the Underside into the elephant God, using up every bit of arcana, biochemistry and divine power at their disposal to keep it alive and marching. Injecting it with draughts of life and soul essence, with lightning and fire, To keep reality from collapsing. The true purpose of the astral bastion upon which the City of Strings is built reveals itself to you.

The Celesari legend of Al-Manakh tells the story of a chained deity, working in an endless cycle to uphold time and space, the two fundamental principles of the Universe. Your eyes deceive you not – the story is real, not just an old myth of the Astral Sea. Here lies the watchdog of the Dead Gods, the fated protector… Kept artificially alive by the Savants, extending the lifetime of our reality, pushing away the eldritch void and Eternity, the Enemy that lies within it.

After meandering erratically around the megastructure for a moment, your soul and body coalesce beneath Al-Manakh, in the central platform of this omniturgical megastructure. Your companions appear as well, forming around you.

Only a few hundred feet across the platform are five Emerald Tablets, contained within an eldritch machine connected to the megastructure by dozens of cables and pipes… the centerpiece of the Savant omniturgical system keeping Al-Manakh, centerpiece of the seal of the Dead Gods, alive after millennia.

Then, you see something truly horrifying. Farlane, looking upon them with hungering eyes, wide as two black holes, and Sarasvati grinning maniacally. This is the knowledge she wanted to bring Farlane to. This is the alluring wisdom that will prove ruinous to him, and to the entire universe.

This… is what you need to stop.

The Enemy’s Seal

 

 

Farlane

Threadseeker Farlane

Medium humanoid, chaotic neutral


Armor Class
15 (natural armor)
Hit Points
311 (40d8+131)
Speed
30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 18 (+4) 14 (+2) 26 (+8)

Saving Throws
Dex +12, Int +11, Cha +13
Skills
Deception +10, Perception +9, Insight +9
Damage Resistances
acid, cold, fire, lightning, thunder from Emerald Tablet
Damage Immunities
one immunity of his choice from Emerald Tablet
Condition Immunities
one immunity of his choice from Emerald Tablet
Senses
truesight 60 ft., passive Perception 13
Languages
common, draconic, elvish, celestial, infernal, primeval, deep speech
Challenge
28 (75,000 XP), or 25 without Emerald Tablet

Legendary Resistance (2/day). When Farlane fails a saving throw, he can choose to succeed instead. Without the Emerald Tablet, Farlane has only one use of this trait.

Superior Metamagic. Farlane is one of the most naturally talented sorcerers in the universe. He has 20 sorcery points, which he can use to fuel his unique metamagic options.

Greater Transmuted Spell: When Farlane casts a spell that deals a single type of damage, he can spend two sorcery points to change the damage type to any other of his choice.

Greater Quickened Spell: When Farlane casts a spell that has a casting time of 1 action, he can spend 3 sorcery points to change the casting time to 1 bonus action for this casting. When he does so, he can still cast a spell of 5th level or lower using his action, ignoring the restriction on multiple non-cantrip spells per turn.

Greater Heightened Spell: When Farlane casts a spell that forces a creature to make a saving throw to resist its effects, he can spend 5 sorcery points to make one target of the spell roll three dice on its first saving throw made against the spell, taking the lowest result. This metamagic option negates any disadvantage / advantage the saving may have previously had.

Omnified Spell: When Farlane casts a spell with an area of effect, he can spend 5 sorcery points to duplicate its numerical range. A 30 foot cone, for example, becomes a 60 foot cone, and a 5 foot wide, 30 feet long line becomes a 10 foot wide, 60 feet long line.

Legendary Equipment. Farlane has accrued a number of objects of great power in preparation for his fated quest. He is attuned to a Caustic Flame pistol and an Ambrotype of the Void. His third attunement slot is occupied by either a Cursed Sphere: Bone or by the Emerald Tablet – Volume I, depending on the result of the first part of his plan. If he is not attuned to the Emerald Tablet, his Charisma score is 22 instead of 26, lowering his spell save DC and spell attack bonus by 2.

Legendary Consumables At the start of his quest, Farlane carries a Cursed Sphere: Cartilage of omniturgy, a Draught of Elder Lightning and three Potions of Reality Fractals, which he uses sparingly, in accordance to the needs of his quest.

Spellcasting

Farlane is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Farlane has the following spells prepared:

Cantrips (at will): shocking grasp, prestidigitation, eldritch blast, friends, message, produce flame

1st level (4 slots): detect magic, magic missile, shield, charm person

2nd level (3 slots): blindspot, detect thoughts, mind blast, knock

3rd level (3 slots): major image, counterspell, lightning bolt

4th level (3 slots): arcane rescripting, magisteal, dimension door

5th level (3 slots): legend lore, hold monster, telekinesis

6th level (2 slots): forbiddance, true seeing

7th level (2 slots): simulacrum, fumes of insanity, prismatic spray

8th level (1 slot): glibness

9th level (1 slot): foresight, wish (from Emerald Tablet)

Actions

Multiattack. Threadseeker Farlane makes two attacks with his Caustic Flame and casts a spell of 5th lever or lower.

Caustic Flame. Ranged Weapon Attack: +15 to hit, range 40/120 ft., one target. Hit 13 (1d8+8) fire damage and 5 (1d8) acid damage, and the target takes 5 (1d8) fire damage and 5 (1d8) acid damage at the start of its next turn.

The Enemy’s Seal

 

 

salem

Threadmaster Salem

Medium humanoid, lawful neutral


Armor Class
18 (15 without mage armor)
Hit Points
215 (30d8 + 90)
Speed
30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 23 (+6) 18 (+4) 14 (+2)

Saving Throws
Dex +12, Int +13
Skills
Deception +10, Perception +9, Insight +9
Damage Immunities
acid, cold, fire, lightning, thunder
Condition Immunities
frightened
Senses
truesight 60 ft., passive Perception 13
Languages
common, primeval, elvish, draconic, deep speech, celestial
Challenge
24 (62,000 XP)

Legendary Resistance (1/day). When Salem fails a saving throw, she can choose to succeed instead.

Greater Aurinoir Cloak. Salem’s cloak is made of a magical fabric that neutralizes harmful elements, granting her immunity to acid, cold, fire, lightning and thunder damage.

When she takes damage of any of those types, she can absorb it into an elemental reserve that can store up to 50 total points of damage. At any point, she can use a bonus action to release the stored energy , gaining the stored damage as temporary hit points until the end of her next turn.

Unassailable Wit. When Salem is subjected to an effect that forces her to make a Wisdom or Charisma saving throw, she can make an Intelligence saving throw instead.

Ultimate Replicant. When Salem uses the Magisteal spell, she can copy and store a magical effect up to three levels higher than the spell normally allows.

Flawless Psyche. Salem has advantage on saving throws against spells and magical effects that would modify, read or otherwise interfere with her memory or emotions.

Legendary Equipment. As leader of the Aurinoir, Threadmaster Salem has a host of powerful magical items to help her perform her tasks as the shield of sanity before the madness that seeps from the Underside.

She is attuned to a Reality Splitter, a Ring of Mind Shielding (5e SRD), and a Greater Aurinoir Cloak.

Counterspell Mastery. Threadmaster Salem is an expert at nullifying other creatures’ magic, up close or at a distance. Her range to cast counterspell is 120 feet instead of 60.

Additionally, spells cast with a slot one level above her counterspell are automatically nullified, as if they were of the same level or lower.

Eldritch Slayer. Threadmaster Salem has advantage on Charisma saving throws caused by aberrations and undead. Additionally, her attacks against them are considered a critical hit on a natural roll of 18-20.

Spellcasting

Salem is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Salem has the following spells prepared:

Cantrips (at will): prestidigitation, message, fire bolt, mending

1st level (4 slots): detect magic, shield, magic missile, mage armor

2nd level (3 slots): zone of truth, arcane cuffs, blur, mindblast

3rd level (3 slots): counterspell, lightning bolt, greater identify

4th level (3 slots) arcane rescripting, death ward, resilient sphere

5th level (3 slot): magisteal, mantle of bodily safety, hold monster

6th level (2 slot): confiscate, chain lightning

7th level (2 slot): teleport, reverse gravity

8th level (1 slot): clone

9th level (1 slot): kara’s neural needle

Actions

Multiattack. Threadmaster Salem makes two attacks with her Reality Splitter and casts a spell of 5th lever or lower.

Reality Splitter. Ranged Weapon Attack: +15 to hit, range 40/120 ft., one target. Hit 19 (3d6+8) lethality damage. This attack deals an additional 11 (3d6) lethality damage on a critical hit.

The Enemy’s Seal

 

 

TO END RAGNARÖK

“Careful, comrades. We have made it this far, but nothing guarantees our victory. See, the darkfowls are watching us. They are the eyes and ears of Odin. He is expecting our arrival. Remember, we are the hunters, not the hunted. Let us end this sorrowful tale.”

Stormwalker Geld leads the way into the Palace of Gold. What was once a mighty castle is now nothing more than a forsaken ruin. The ground is tainted by the ichorous corruption, a constant outpour of black liquid flowing from the center of the palace. To find Odin, one must simply follow the ink.

Ravens litter the many nooks and crannies of the old castle. A legion of black wings and opaque feathers. They watch, intently, as you march to your doom. Odin’s chamber is not far within the derelict bastion. You find it soon enough; an enormous round hall, where feasts and banquets were once held, now a blackened tomb, at the center of which, on a tall stone throne, sits an old man, accompanied only by two ravens, two wolves, and silence. His voice reaches you as soon as you step into the room. One lowly inquiry, before all hell breaks loose.

 

 

ARE

YOU

HERE

TO

KILL

ME?

 

 

The Inkfather

Medium Celestial, chaotic neutral


Armor Class
20 (natural armor)
Hit Points
625 (50d8 + 400)
Speed
0 ft.

STR DEX CON INT WIS CHA
5 (-3) 9 (-1) 26 (+8) 5 (-3) 30 (+10) 30 (+10)

Saving Throws
Con +18, Wis +20, Cha +20
Damage Immunities
necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
blinded, charmed, deafened, frightened, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses
truesight 240 ft., passive Perception 24
Languages
All
Challenge
30 (155,000 XP)

Legendary Resistance (3/day). If the Inkfather fails a saving throw, he can choose to succeed instead.

Greater Magic Immunity. The Inkfather can’t be affected or detected by spells 7th level or lower unless he wishes to be. He has advantage on saving throws against other spells and magical effects.

Shadow of a God. The Inkfather was once the mighty Odin, God of War and Death, Allfather to the Aesir pantheon. The ichorous corruption, however, has left him a shadow of his former self. His physical scores have deteriorated and his mind has been addled by the maddening curse ever since he was first bound to the throne. He is, however, the host of ink, and all the nightmares that haunt Midgard are his doing. In the event of his death, all creatures that have been spawned by him will slowly melt away and dissipate over the course of 1d4 days.

Though he is not in his best shape, Odin is still a God of old, veteran of Ragnarök, and first to act against the Enemy. He has a proficiency bonus of +10 and truesight out to 240 ft.

Thread of War. Odin carries a shard of the Thread of War. In the event of his death, it will gently float above his corpse, ready for another to claim. A creature that attempts to claim it must succeed on a DC 20 Charisma saving throw or take 110 (20d10) force damage. Then, they must convince the Thread of War to attune to them, and vow to protect it from those who wish to destroy it. A creature that claims a Thread of Divinity becomes an ascended being of CR 26 or higher.

Bound to the Throne. The Inkfather cannot move, as he is chained to the throne, forced to endure his madness for eternity. The throne itself is what protects him from harm. He is immune to all conditions that would displace or restrain him in any way. In addition, the Inkfather uses the Throne’s hit points and Constitution score.

Ink Domain. The Inkfather can use most of his abilities in a 120-foot radius sphere centered on himself, which coincides with the chamber he is bound to. Within this area, creatures of the Inkfather’s choice take 13 (3d8) unmitigable necrotic damage at the start of their turns, unless they are immune to the black touch sickness.

Geri and Freki. The Inkfather does his bidding through his animal familiars. Geri and Freki, his two loyal wolves, are large creatures of ink that share the Inkfather’s statistics, except they have an AC of 18, a Dexterity score of 22, and 78 hit points. If they are killed, Odin cannot use their abilities until they reform. If not summoned back, they respawn at the Inkfather’s side after a minute.

Huginn and Muninn. The Inkfather does his bidding through his animal familiars. Huginn and Muninn, his two watchful ravens, are tiny creatures of ink that share the Inkfather’s statistics, except they have an AC of 22, a Dexterity score of 22, and 28 hit points. If they are killed, Odin cannot use their abilities until they reform. If not summoned back, they respawn at the Inkfather’s side after a minute.

Innate Spellcasting. The Inkfather’s spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: scrying, clairvoyance, counterspell

3/day each: dominate person, wall of force, harm (with a range of 120 ft.)

1/day each: power word: stun, power word: kill, time stop

Actions

Multiattack. The Inkfather uses the throne’s maddening presence. He then commands Geri and Freki. He can also use his Mournful Wail, if available.

Maddening Presence. Each creature of the Inkfather’s choice that is within the Ink Domain must succeed on a DC 21 Wisdom saving throw or gain a random effect from the short-term madness table (5e SRD). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Inkfather’s Maddening Presence for the next 24 hours.

Geri. Geri teleports to an unoccupied place within the Ink Domain and makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: + 16 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 11 (3d6) necrotic damage.

Bite. Melee Weapon Attack: + 16 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 22 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.

Freki. Freki teleports to an unoccupied place within the Ink Domain, uses his Mending Howl, and casts one of the following spells: haste, lightning bolt, blight, hypnotic pattern or sleet storm.

Mending Howl. Freki lets out a mending Howl. Freki and the Inkfather recover 27 (6d8) hit points.

Paint Familiar. The Inkfather remakes one of his wolves or both his ravens. The ink creature spawns in an unoccupied space within the Ink Domain.

Mournful Wail (recharge 5-6). The Inkfather cries out in pain. His sorrow is unbearable. All creatures within the Ink Domain that can hear him must succeed on a DC 28 Constitution saving throw or take 35 (10d6) psychic damage. Every time the Inkfather uses this ability before finishing a long rest, its next mournful wail deals an additional 18 (5d6) psychic damage.

To End Ragnarök

 

 

Legendary Actions

The Inkfather can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Inkfather regains spent legendary actions at the start of his turn.

Huginn. Huginn flies 60 feet and uses either its neurotoxic beak or its metamorphosis.

Neurotoxic Beak Melee Weapon Attack: + 16 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 22 (6d6) necrotic damage. The target must succeed on a DC 24 Constitution saving throw or be incapacitated until the end of its next turn.

Metamorphosis. Huginn transforms into an Ink-forged or aberration of CR 5 or lower. This transformation is permanent, and Huginn must be summoned once more by the Inkfather.

Muninn. Huginn flies 60 feet and uses either its necrotic bolt or its end magic.

Necrotic Bolt. Ranged Spell Attack: +20 to hit, range 120 ft., one target. Hit: 27 (6d8) necrotic damage.

End Magic. Huginn ends an ongoing magical effect of 5th level or lower it can see within 60 feet. It can choose to end a creature’s concentration on a spell instead. A creature targeted in this way must succeed on a DC 24 Constitution saving throw or lose concentration.

Command Wolf (Costs 2 Actions). The Inkfather commands one of his wolves to act.

Mark of the Inkfather (Costs 2 Actions). A creature within the Ink Domain that the Inkfather can see must succeed on a DC 28 Charisma saving throw or become vulnerable to necrotic damage until the start of the Inkfather’s next turn.

Paint Familiar (Costs 3 Actions). The Inkfather uses his Paint Familiar action.

Paint Greater Ink-forged (Costs 3 Actions). The Inkfather spawns an Ink-forged of CR 11 or lower in an unoccupied space within the Ink Domain.

Create Nightmare (Costs 3 Actions) (1/day) The Inkfather’s throne manifests the power of madness and calls upon a creature from nightmares. A Faceless Angel appears in an unoccupied space within the Ink Domain.

 

 

As the Allfather’s tormented mind is put to rest, his missing eye starts to bleed profusely. The ichorous corruption slowly turns red, and the many creatures beyond the Palace of Gold are alerted to the outcome of your battle.

You have succeeded. Now, however, a legion of angels is about to descend upon you, for the crime of killing a God. More than that, you and your allies are deep within the Asgardian stronghold, exhausted, and without a clear way to escape.

At that exact moment, a shape wearing yellow manifests at the corner of the hall. It’s… Him.

 

 

“You did it, it seems. Oh, what a nuisance. Well, things happen. A setback… I guess. What will I do with you, huh? I cannot kill you lot, I sent you on this quest in the first place. Oh, buggers. I hate rules.

Well. Maybe destiny has put you on this path for a reason. Maybe this was meant to be. And what can we do… but follow the crumbs? Eternity will return, after all, and we will have to work together.

Perhaps, you are the army I’ve been looking for all along. Let’s get you out of here, shall we? I wouldn’t want my heroes to end up skewered by divine arrows.

You are destined for great things, it seems. All of you. I will make sure your futures are as bright as they are tragic. Such is the way of Madness.”

He Who Wears Yellow

 

 

You’re in my way.

Against the will of our ancient democracy, you’re here to stop the reforms that my people demand in clamor. You’re here to put an end to me, once and for all, and rid yourselves of the uncomfortable truths that I profess.

Is it truly that you do not understand? That without me, this whole city would plummet? That if we don’t make for the Astral Sea posthaste, we are left criminally vulnerable? What will you tell your sympathizers, I wonder, when the ground rises up to meet them? No… you do understand. You just don’t care, do you?

Worse yet… it’s what you want.

Well… Let us see, then, if your bite is as strong as your bark. Do you have the might to back up your evil ambition? Let me warn you now: I am not only a philosopher. I am a warrior, as all leaders should be.

I brought new life to the Red Custodians with my resolve and my strength. With the same instruments, I shall now bring death to you.

Andromeda…

It is time, my most trusted praetor. I will share with you the power to defeat these… strangers, who would attempt a coup against the rightful leader of Uldann.

Execute the treacherous senator, Andromeda… and receive a fragment of my divine birthright. You’ve earned this – show no hesitation before the wicked, and I’ll know you are fit to be my right hand in the restoration of Uldann.

Zephrahim stands to the side, and you see her. Senator Vatha, her white clothing bloody and torn. Somehow, she still manages to look dignified, even in her weary state. Her head is held high.

“You will meet a tyrant’s end, Betrayer.”

Zephrahim flicks his hand and Vatha is thrown forward, to her knees, in front of the approaching Andromeda.

Despite the Chancellor’s words, you see it. Is it fear? Doubt? Likely as not, a combination of both. You feel a dark energy protruding from the Lord of Skies, and Andromeda can most certainly feel it as well. And besides, killing your own blood…

Magnicide

 

 

zephrahim

Scion of a Promise: Soulkiller. Archconsul Zephrahim bears the remainders of a powerful but now brittle magical promise, made to one of his ancestors long ago. He can draw on the power of this promise as an action on his turn, manifesting a blood-red spectral blade and using Soulkiller Slash.

Once he performs the attack, the blade dissipates and can never be summoned again, nor can he ever perform another Soulkiller Slash.

Evasion. When Zephrahim is subjected to an effect that would allow him to make 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.

Assassinate. Zephrahim has advantage on attack rolls against any creature that hasn’t taken a turn in combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.

Wielder of Betrayal. The Thread of Betrayal endows Archconsul Zephrahim with a variety of deadly boons. His weapon attacks deal 13 (3d8) extra necrotic damage (already included in the attacks), he cannot be surprised, and has advantage on initiative rolls.

Additionally, Zephrahim can draw on the power of his divine domain to assume the form of any humanoid he previously killed. This divine shapeshifting is almost indetectable and irreversible except by the will of Zephrahim himself. It can only be revealed and undone by a moonbeam spell (5e SRD) cast at 9th level or through similarly powerful divination magic, or by the intervention of a deity.

Dark Elf Ancestry. Archconsul Zephrahim has darkvision out to a range of 120 feet, resistance to poison damage, and advantage on saving throws made to resist being poisoned.

Archconsul Zephrahim

Medium humanoid (dark elf), lawful evil


Armor Class
22 (Archconsul Robe)
Hit Points
303 (55d8 + 55)
Speed
30 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 24 (+7) 13 (+1) 20 (+5) 16 (+3) 24 (+7)

Saving Throws
Dex +15, Int +13, Cha +15
Damage Resistances
acid, cold, fire, lightning, thunder, poison
Condition Immunities
charmed, frightened, surprised
Senses
darkvision 120 ft., blindsense 10 ft.
Languages
common, undercommon, teng, primordial, elvish, sylvan, draconic
Challenge
28 (120,000 XP)

Legendary Resistance (3/day). When Zephrahim fails a saving throw, he can choose to succeed instead.

Archconsul Robe. Zephrahim bears the Archconsul Robe, a powerful Teng relic that grants him the following benefits: a fly speed of 50 ft. (hover), a base AC of 15, resistance to elemental damage, and advantage on all Charisma checks.

Teng Morphology: Law. Zephrahim cannot be charmed or frightened, and magic cannot put him to sleep. Additionally, he can cast the Command spell at will (spell save DC 23).

Thread of Divinity. Zephrahim possesses a Thread of Divinity, a remnant of gods long past. In the event of his death, the Thread will gently float above his corpse, ready for another to claim. Only the creature that dealt the final blow to Zephrahim may claim the Thread. If they attempt to claim it, they must first succeed on a DC 20 Charisma saving throw, suffering 110 (20d10) force damage on a failed save. On a success, they earn an audience, where they must convince the Thread of Betrayal to attune to them, and vow to protect it from those who would destroy or weaken its domain. A creature that claims a Thread of Divinity becomes an Ascended Being of CR 26 or higher, depending on their previous level of power.

Pained Existence. Archconsul Zephrahim’s Thread of Divinity is his greatest strength, but also his tormentor, which has caused him to lose several body parts over time. If Zephrahim takes 30 lightning damage or more from a single source, his various prosthesis give out for a moment, causing him severe pain and possibly slowing and crippling him. He must succeed on a DC 15 Constitution saving throw or fall prone and expend one legendary action (if he has any remaining). During his next turn, he can either use an action or a bonus action, but not both.

Betrayer’s Sneak Attack. Once per turn, Zephrahim deals an extra 35 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Zephrahim that isn’t incapacitated and Zephrahim doesn’t have disadvantage on the attack roll. Zephrahim can choose if he deals the usual damage type for the triggering attack or necrotic damage.

When a creature is hit by Zephrahim’s sneak attack, they must succeed on a DC 23 Wisdom saving throw or be frightened of him until the end of their next turn.

Magnicide

 

 

Actions

Multiattack. Archconsul Zephrahim makes one attack with his Treacherous Hand and one with his Electrified Hand Crossbow.

Treacherous Hand. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit 15 (1d10 + 10) bludgeoning damage plus 13 (3d8) necrotic damage plus 35 (10d6) bludgeoning damage if using sneak attack.

Electrified Hand Crossbow. Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. Hit 14 (1d6+11) piercing damage plus 3 (1d6) lightning damage and 35 (10d6) piercing damage if using sneak attack. A creature hit by this attack must succeed on a DC 16 Constitution saving throw or be incapacitated until the end of their next turn.

Soulkiller Slash (Single Use). +18 to hit, reach 5 ft., one target. On a hit, deals no damage, but creates a spiritual wound that can never be healed by any means short of a Wish spell. The wound causes the target to have a penalty of -2 to all its ability scores, disadvantage on death saving throws, and lose all damage resistances. A creature that dies under the effects of this wound has its soul destroyed, rendering it unable to be resurrected unless it is first restored via a Wish spell.

Additionally, when a creature first receives a Soulkiller wound, and every time it finishes a long rest while wounded in this way, it must roll 1d8. On a 1, their soul crumbles, and they die. This attack is Zephrahim’s last resort, a hateful and treacherous way to ensure at least one of his killers will meet him in hell. Avoid it at all costs!

Bonus Actions

Cunning Action. Archconsul Zephrahim uses the dash, disengage or hide action.

Reactions

Uncanny Dodge. When an attacker Zephrahim can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Sanguine Rebuke. When a creature deals over 30 damage to Zephrahim from a single source, he can use his reaction to magically open a gushing wound in their chest. Creatures targeted by this ability must succeed on a DC 23 Constitution saving throw or take 3d6 slashing damage at the start of each of their turns.

At the end of each turn, creatures affected by Sanguine Rebuke can attempt the saving throw again, ending the effect on themselves on a success.

Legendary Actions

Archconsul Zephrahim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

Ominous Hover. Zephrahim moves up to half of his fly speed.

Quick Fire. Zephrahim reloads or fires his Electrified Hand Crossbow.

Rebuke the Compassionate. A thunderous wave of cruelty protrudes in a 60 feet radius around Zephrahim. Creatures within that area that have used a spell or ability that restores hitpoints in the past round must make a DC 23 Constitution saving throw, taking 21 (6d6) force damage and becoming blinded and deafened on a failed save, or only taking half that damage and suffering no adverse conditions on a success.

Teng Arcana (Costs 2 Actions). Archconsul Zephrahim draws upon his bloodline to cast one of the following spells: zephrahim’s purple orb, telekinesis, greater invisibility, or blink. Intelligence is his spellcasting ability for this feature (spell save DC 21).

Treacherous Word (Costs 3 Actions). Archconsul Zephrahim utters a word laced with the macabre magic of the Thread of Betrayal, targeting a creature it can see within 60 feet. The creature must succeed on a DC 23 Charisma saving throw or have its next turn controlled by the spirit of betrayal, which will attempt to deal as much grief to the victim’s closest allies as possible.

Thread of Betrayal

On initiative count 20, losing initiative ties, Zephrahim can manifest one of the following effects, using the power of the Thread of Betrayal. He cannot use the same effect twice in a row.

Crimson Obscurity. Three pools of magical darkness that are 10 foot in radius and 10 foot tall form at three points of Zephrahim’s choice within 120 feet of him. The area is obscured, as per the darkness spell, but Zephrahim and creatures of his choice can see within the crimson obscurity. Attacks they make against creatures within the cloud are critical hits on a roll of 18-20.

Aura of Stale Blood. An aura of dark hemomancy centered on Archconsul Zephrahim protrudes 15 feet in every direction. Creatures within that area cannot regain hitpoints and have a 1d4 penalty to saving throws and attack rolls.

Ally Drain. Archconsul Zephrahim targets one ally within 60 feet of him, who must make a DC 23 Constitution saving throw, taking 88 (16d10) necrotic damage on a failed save, or half as much on a successful one. Zephrahim heals for the amount of damage dealt.

Magnicide

 

 

Damn you. Damn you to hell,
foreign trash.
I held this monstrous power for so
long, only to end up like this…
I was protecting you all from
this damnable thread.
There are not many who can
keep its evil nature subdued, as
I have. Least of all
any of you, wretches.
Go on, piss off. Let me die in peace.
I do not wish to spend my last
moments mingling with your kind.
I’ll see you in the hells,
when this piece of junk crashes.
You’ll only have yourself to blame.
Magnicide

 

 

Gate of the abomination – ixion’s Palace

 

 

abomination

Darkspawn Abomination

Huge fey (darkspawn), chaotic evil


Armor Class
16 (natural armor)
Hit Points
568 (45d12 + 275)
Speed
30 ft.

STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 22 (+6) 5 (-3) 20 (+5) 10 (-)

Saving Throws
Str +16, Con +13, Wis +12, Cha +7
Damage Resistances
slashing, piercing and bludgeoning from nonmagical attacks
Damage Immunities
necrotic, poison, cold
Senses
truesight 60 ft., darkvision 480 ft., passive Perception 15
Languages
understands dark sylvan but doesn’t speak
Challenge
30 (155.000 XP)

Legendary Resistance (3/day). When the Darkspawn Abomination fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Darkspawn Abomination has advantage on saving throws against spells and other magical effects.

Dark Necrosis. The Darkspawn Abomination deals a special type of damage called dark damage, a variant of necrotic damage that is more deeply suffused with negative energy. This damage is extremely difficult to resist, and impossible to avoid altogether. Only those with immunity to necrotic damage are resistant to dark damage.

Monstrous Physiognomy. The Darkspawn Abomination doesn’t need air, food or water to subsist.

Siege Monster. The Darkspawn Abomination deals double damage to objects and structures.

Greater Dark Fae. The Darkspawn Abomination cannot be magically charmed, frightened or put to sleep. Additionally, it is immune to all enchantment and illusion spells.

Soul Singularity. When a creature of CR 3 / Character Level 3 or higher dies within 1 mile of the Darkspawn Abomination, its soul is absorbed and added to the torrent of negative energy that writhes within it. The amount of souls it has absorbed grants additional damage, range and effectivity to its Promised Demise trait.

Promised Demise. One minute after the Darkspawn Abomination dies, a gargantuan burst of pure negative energy centered on its corpse manifests to obliterate everything in the vicinity. Creatures and objects within 10 miles are caught in the blast, taking 130 (20d12) dark damage, which can be halved on a successful DC 20 Constitution saving throw.

For every ten souls the Darkspawn Abomination absorbs, the damage of this blast increases by 1d12, up to a maximum of 70d12, and its range by 1 mile, up to a maximum of 60 miles. For every hundred souls, the DC of the Constitution saving throw increases by 1, up to a maximum of 25.

Ixion’s Core. The Promised Demise trait can be nullified by a Wish spell or similar reality-altering high level magic. Another way is to remove the artifact that functions as the Abomination’s connection to the negative energy plane.

Ixion’s core was made by combining Ixion’s own soul and body with a shard of the Crown of the Dryads, which resulted in an artifact that could draw negative energy straight from its universal source. If it is removed, it will explode (as per the Promised Demise trait) unless it is stabilized by purging Ixion’s spirit from the artifact by using a remove curse, greater restoration or similar magic expending a spell slot of 7th level or higher.

 

 

Actions

Multiattack. The Darkspawn Abomination makes four attacks: two with its Arms of Negative Energy, and two with its Malignant Claws. It then uses its frightful presence or makes one bite attack.

Arms of Negative Energy. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit 44 (8d10) dark damage.

Malignant Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit 24 (6d4 + 9) slashing damage.

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit 30 (6d6+9) piercing damage and 11 (2d10) dark damage, and the target must succeed on a DC 26 Strength saving throw or be grappled. When the Darkspawn Abomination makes a bite attack against a creature that is already grappled in this way, the attack is always a critical hit.

Frightful Presence. Each creature of the Darkspawn Abomination’s choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Darkspawn Abomination is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Darkspawn Abomination’s Frightful Presence for the next 24 hours.

Bonus Actions

Consume Cadaver. The Darkspawn Abomination devours the corpse of a medium or large creature within 5 feet of it, destroying it and healing itself for 2d10+6 hit points if it consumed a medium corpse, or 4d10+12 if it consumed a large one.

Legendary actions

The Darkspawn Abomination can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Darkspawn Abomination regains spent legendary actions at the start of its turn.

Jump. The Darkspawn Abomination uses its unnatural strength to jump, landing in a space within 90 feet of its original position. The Darkspawn Abomination can leap unto an occupied space, provided the creatures or objects it lands on are smaller than itself.

A creature that is within the landing zone or within 10 feet of it must succeed on a DC 26 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone. A creature that was occupying the space of the landing zone, regardless of whether it succeeds the saving throw or not, is displaced up to 10 feet to the nearest unoccupied space. If there is no space for it to move, it takes an additional 35 (10d6) bludgeoning damage and is restrained (escape DC 20) under the Darkspawn Abomination.

Onslaught. The Darkspawn Abomination makes one Malignant Claws attack.

Bite (Costs Two Actions). The Darkspawn Abomination makes a bite attack against a creature within range.

Screech of Wounding (Costs 3 Actions). The Darkspawn Abomination cries out a blasphemous curse, and wounds open in the bodies of those who can hear it. Each creature within 120 feet of the Darkspawn Abomination must make a DC 26 Constitution saving throw, taking 55 (10d10) slashing damage on a failed save, or half as much on a successful one.

 

 

Ixion’s Greataxe

Greataxe, Artifact (requires attunement)

This mythic weapon was made with a shard of the Crown of the Dryads that was corrupted by an overwhelming quantity of negative energy, drawn into its core by the Darkspawn Lord Ixion. Who knows what it might have looked like before a century of defilement?

You have a +3 to attack and damage rolls made with this weapon, and your critical range increases by 2. Additionally, it deals an extra 2d8 dark damage on a hit. Dark damage is a special type of damage unique to this weapon, and the creature that used it for a core. Suffused with pure negative energy, it cannot be entirely avoided, and only those with immunity to necrotic damage have resistance to dark damage.

Removing Ixion’s Curse.
If you remove the negative energy that has corrupted this greataxe by casting the remove curse spell on it using a 9th level spell slot, it loses its 2d8 additional dark damage property, and instead gains the life transference property, healing the wielder for half the amount of hit points it deals on a successful attack against a creature. Alternatively, the wielder can choose to direct the healing to an ally within 30 feet of them.

axe

 

 

Gods in the Deep

The Deep Setva, Greater Aboleths, Aberrant Jellies, and the once Teng-sworn Deep Raptors are indeed deadly perils, no doubt about it. But it isn’t them that mark these forsaken profundities as off-limits for all but the mightiest adventurers of the universe. It isn’t them who build networks of unholy influence in places far beyond the abyss where they live. It isn’t them who, being anathema to light and to existence itself, have no choice but to hide here, where the shadows are deep enough to sustain their otherworldly forms.

All those accolades are reserved to the Gods in the Deep, as they’re known. They have a few things in common: they entered our reality as lieutenants of the Enemy, powerful enough to hold their own against minor and intermediate Gods, if not defeat them outright. And they all live in the Abyssal Netherdepths, for venturing beyond the arcanite slate for them is akin to a vampire taking a stroll under the midday sun. That is where the similarities end, for the most part.

A Myriad of Alien Wills

Each God in the Deep acted differently upon the defeat of Eternity, their eldritch master. Some of them, like Arkan, are known to pursue great wealth and influence, having become part of the universal ecosystem they had originally come to destroy. Others gather followers, exhorting them to perform dark rituals in its name, gaining more power and becoming closer to true godhood with each passing century. But most of them gained no purpose of their own after losing the war, and are still bent on undoing existence, following the directives of Eternity from beyond the veil.

As the keen-eyed reader may have observed, some of these purposes are contradictory. And indeed, the great old ones fight, kill and consume each other in a long game of eldritch influence, with each participant vying for more power through whatever means: slaves, worshippers, artifacts, and a long etcetera. These eldritch minds have no moral quandaries and no sense of honor or shame.

From Ariadne’s Journal, Page ???

No good comes from bargaining with minds from beyond our universe, dearie. Even when they are not bent on the destruction of our reality and its assimilation to the howling void, which isn’t a lot of the time, everything they touch becomes cursed. They simply are not meant to exist.

If you must deal with one, keep it short and keep it simple. Their minds thrive on complexity – their neural networks calculate better and faster than ours, so their advantage grows with each layer of deception and trickery, for they can see through their web effortlessly, and we cannot.

Ariadne Stringweaver, Regent of the City of Strings

The Abyssal Netherdepths

 

 

The Blind Horror

Revered by the K’Nyall as the only true god, this cosmic horror seems entirely bent on growing its cult and the horrific sacrifices they perform in its name. Reportedly animalistic in its behavior and objectives, it is nonetheless cunning enough to match wits with its siblings who, despite trying, have never managed to lay him low and devour its eldritch potential, claiming it for themselves. Funnily enough, the Blind Horror is not really blind, but rather one of the creatures with the most powerful eldritch sight in the universe.

The Blind Horror cares nothing for politics or webs of influence outside of its cult. If encountered, aggression is certain. It can only conceivably be swayed with promises of sacrifice and worship – still a very long shot, to be sure. One does not simply negotiate or reason with a God in the Deep.

Obsidias the Devouring Night

Fiercely loyal to Eternity and its quest of destroying existence, Obsidias takes bitter insult in the fact that most of its companions in that ancient war have turned to their own purposes and agendas. Its hatred for the creatures of this reality is, in fact, only surpassed by its hatred of its former brothers. Obsidias detests its own existence, too, longing for the endless night of oblivion more than anything else, but knowing that its death would make Eternity’s victory a more distant prospect. Students of this horror have noted that Obsidias is endowed with a “very strange, very alien conception of honor and loyalty.”

Obsidias operates in a contradiction: the necessity of organization to defeat the guardians of reality against its hatred of any kind of order, the preamble of life. Cults to it exist, but are prone to being destroyed by their own eldritch master if they annoy it – a very common occurrence, given that Obsidias is irritated by the very fact of mortal existence. Thus it remains uninfluential outside the Abyssal Netherdepths.

Arkan, the Beast

Of all the Gods in the Deep, Arkan has abandoned the principles of Eternity’s entropic crusade the most, becoming an important player in the politics of the material plane and the universe at large. Its true nature as a Great Old One is shrouded in secrecy, as few sellswords would rally their blades to such an entity, no matter how large the payment and how low their moral fiber – there is just something about having tried to destroy the universe that puts off potential employees.

A dealer in secrets and influence, none can claim to know what the being with the most spies and assassins in its service truly desires. What is certain is that it is an enemy of academic organizations, for it has built its castle using ignorance and greed as a foundation, and the spreaders of true knowledge threaten to collapse all that it achieved in seven millennia of careful plotting.

The Abyssal Netherdepths

 

 

God in the Deep

Gargantuan aberration, any evil alignment


Armor Class
20 (natural armor)
Hit Points
615 (30d20 + 300)
Speed
fly 60 ft. (hover), swim 60 ft.

STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 30 (+10) 27 (+8) 26 (+8) 20 (+5)

Saving Throws
Str +18, Con +19, Int +17, Cha +14
Damage Resistances
fire, acid, psychic, lightning; slashing, piercing and bludgeoning from non-magical attacks
Damage Immunities
cold, poison
Condition Immunities
frightened, charmed, poisoned, restrained
Senses
truesight 30 ft., darkvision 240 ft., passive Perception 22
Languages
all, telepathy 1000 ft.
Challenge
30 (155,000 XP)

Legendary Resistance (3/day). When the God in the Deep fails a saving throw, it can choose to succeed instead.

Unnatural Existence. The God in the Deep doesn’t require air, food or water to sustain itself.

Indescriptible Horror. Creatures who look upon the form of a God in the Deep are struck by existential dread. Any creature (except Aberrations) that starts its turn within 120 feet of the God in the Deep and can see it must make a DC 24 Wisdom saving throw. On a failed save, the creature is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the God in the Deep is within line of sight, ending the effect on itself on a success.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the God in the Deep’s Indescriptible Horror for the next 24 hours. Unless the target is surprised or the revelation of the God in the Deep’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on Attack rolls against the God in the Deep.

Anathema to Reality. The God in the Deep’s attacks deal an additional 14 (4d6) psychic damage to creatures that aren’t Aberrations.

Far Realm Toxin. The God in the Deep is coated in a strange otherworldly toxin. Creatures that touch it or hit it with an attack while within 5 feet of it must succeed on a DC 22 Constitution saving throw or take 11 (2d10) poison damage be cosmically intoxicated. While cosmically intoxicated, a creature has eerie visions of distant nebulae and eldritch monsters. They cannot see anything beyond 10 feet and have disadvantage on attack rolls and ability checks. A cosmically intoxicated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aberrant Arcana. The God in the Deep’s spells are shrouded in unnatural power, making them especially difficult to counteract. All of its spells are considered 9th level spells for the purposes of counterspell and dispel magic. They do not scale their damage, duration or effects in that way, however.

Innate Spellcasting. The God in the Deep can cast the following spells innately, without expending material components. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks).

At will: lightning bolt, hypnotic pattern, black tentacles

3/day each: disintegrate, regenerate, forcecage

1/day each: power word kill, dominate monster

Actions

Multiattack. The God in the Deep makes three tentacle attacks, one of which it can replace by a maw attack. It then casts one spell from its Innate Spellcasting list or uses its Summon Servitors action.

Tentacle. Melee Weapon Attack: +18 to hit, reach 15ft., one target. Hit 23 (4d6 + 9) bludgeoning damage plus 14 (4d6) psychic damage if the target is not an Aberration, and the target must succeed on a DC 28 Strength saving throw or be grappled (escape DC 28) if it is Large or smaller.

Maw. Melee Weapon Attack: +18 to hit, reach 5ft., one grappled creature. Hit 35 (4d12 + 9) bludgeoning damage plus 14 (4d6) psychic damage if the target is not an Aberration. If this damage reduces a creature to 0 hitpoints, they are chewed apart and die instantly as they are swallowed by the God in the Deep.

Summon Servitors (3/day). The God in the Deep calls upon its underlings choosing from the options below. They spawn in unoccupied spaces of its choice within 60 feet of it.

  • 2d6 + 4 Aberrant Jellyfishes
  • 1d4 + 1 Karcharis
  • 1 Aboleth

Legendary Actions

The God in the Deep can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The God in the Deep regains spent legendary actions at the start of its turn.

Onslaught. The God in the Deep makes one tentacle or maw attack.

Desecration (Costs 2 Actions). The God in the Deep speaks a blasphemous word born of the maddening symphony of the howling void, barring the influence of the divine. Channel divinity actions cannot be used by clerics and paladins within 1000 feet of the God in the Deep, and deities cannot intervene in the same range. The desecration lasts for a minute.

Cast Spell (Costs 2 Actions). The God in the Deep casts a spell from its Innate Spellcasting list.

Transmute Cadaver (Costs 3 Actions). The God in the Deep targets the corpse of a non-Aberration that has been killed in the past minute. It warps and transforms, becoming an Aberration under its control of the same size as the cadaver. Its CR cannot exceed that of the dead creature from which it was transmuted (if the body belonged to a player character, consider its total character level instead).

The Abyssal Netherdepths

 

 

The Blind Horror

The God in the Deep known as the Blind Horror has additional traits, actions and legendary actions. These additional options and features make it slightly more challenging than the base monster.

Additional Traits

Cult Leader. The Blind Horror’s Charisma score is increased to 28 (+9) and its Intelligence score is decreased to 20 (+5).

Tyrant of the K’Nyall. When using its Summon Servitors action, the Blind Horror has one additional option it can use:

  • 1d4 + 1 K’Nyall cultists and 1 Blind Prophet

Not So Blind. The Blind Horror’s truesight range is increased to 60 feet. Creatures that start their turn within that range must succeed on a DC 22 Wisdom saving throw or be Revealed until they leave its truesight range or succeed on the save in subsequent turns.

Variant Innate Spellcasting (Replaces Innate Spellcasting). The Blind Horror can cast the following spells innately, without expending material components. Its spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks).

At will: arcane eye, blight, black tentacles

3/day each: flesh to stone, eyebite, feeblemind

1/day each: imprisonment, weird

Additional Actions

Variant Multiattack (Replaces Multiattack). The Blind Horror makes two tentacle attacks and two paralyzing eyebeam attacks.

Paralyzing Eyebeam (Replaces Maw). Ranged Weapon Attack: +18 to hit, reach 30/60 ft., one target. Hit 10 (3d6) force damage plus 14 (4d6) psychic damage, and the target must succeed on a DC 22 Constitution saving throw or be paralyzed until the end of their next turn.

Additional Legendary Actions

Sight-Killing Pulse. A burst of eye-withering energy ripples outward from the Blind Horror. Creatures within 120 feet of it that aren’t behind full cover must succeed on a DC 22 Constitution saving throw or take 11 (2d10) psychic damage and be blinded until the end of their next turn. Creatures with more than two eyes make this saving throw with disadvantage.

Focus Sight (Costs 2 Actions). The Blind Horror focuses the entropic energy of its central eye on an ongoing magical effect it can see within its truesight range, snuffing it out if it is a spell of 6th level or lower.

Obsidias, Devouring Night

The God in the Deep known as the Devouring Night has additional traits, actions and legendary actions. These additional options and features make it slightly more challenging than the base monster.

Additional Traits

Magic Resistance. Obsidias has advantage on saving throws against spells and magical effects.

Forces of the Void Loyalist. When using its Summon Servitors action, Obsidias has one additional option it can use:

  • 1 Greater Aboleth

Aura of Disintegration. At the start of Obsidias’ turn, creatures and objects within 30 feet of it take 18 (4d8) force damage. Obsidias can choose whether or not this trait is active at the start of each of its turns, before it deals damage.

Additional Actions

Variant Multiattack (Replaces Multiattack). Obsidias makes three Void Appendage attacks. It then casts a spell from its Innate Spellcasting list.

Void Appendage (Replaces Tentacle). Melee Weapon Attack: +18 to hit, range 10 ft., one target. Hit 10 (3d6) necrotic damage plus 10 (3d6) force damage plus 14 (4d6) psychic damage, and the target must succeed on a DC 22 Charisma saving throw or become vulnerable to one randomly determined damage type until it finishes a long rest. A casting of remove curse or similar magic removes this effect.

Additional Reactions

Devouring Night. Obsidias snatches the soul of a creature that dies within 60 feet of it, immediately devouring it and regaining 21 (6d6) hit points. That creature cannot be brought back to life by any means short of a Wish spell.

Additional Legendary Actions

Reverse Gravity. Obsidias reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within 120 feet of it. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the effect’s area. A creature can make a DC 22 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly. At the start of Obsidias’ next turn, gravity reverts back to normal.

Black Hole (Costs 2 Actions). Obsidias creates a space-time disturbance of unendurable gravity centered on a point within 120 feet of it. Creatures within 60 feet of that point must succeed on a DC 22 Strength saving throw or be sucked in, taking 54 (12d8) force damage and landing prone at a point within 10 feet the black hole’s center.

The Abyssal Netherdepths

 

 

What Beckons From Below

As you breach the unnatural darkness of the Abyssal Netherdepths, delving deeper than any other hero before you thanks to the guidance of the mysterious Teng tablet, a humanoid silhouette beckons at you from the distance, at the entrance of a crevice. You sense the tablet’s discomfort, and a dash of something else. Scorn, unbridled hate.

The shadow-cloaked figure approaches tentatively, with its hands raised high in the sky. As it comes closer, you make out the shape of an entity you know all too well: a Masked One of Arkan. A powerful leader of the dark organization that has been hunting you throughout your journey. The man stays very still, careful not to provoke your aggression.

If I may, tenacious adventurers… My hallowed lord wishes to parley with you. We’ve no reason to be enemies – as you’ll come to understand, you want the same thing as Him. Might I have the honor of guiding you to the presence of Arkan? If you prefer, I can explain the way forward and leave you well alone. My lord has instructed me to trust you. He has seen that you are fated to meet, no matter what you may choose at this insignificant crossroads.

You feel the tablet and its raw emotion washing over you as a tide of contradictory feeling. It wants to follow the Masked One, to meet with Arkan… and end him. But you also sense doubt, a profound heartache born of the hero’s solitude. It isn’t sure you can face Arkan without being swayed by his words. It is afraid of being returned to its dormant state. It is afraid to lose you.

DC 14 Persuasion / Deception: You connect to the tablet, promising you are ready. You will not falter in the face of the Beast. The tablet trusts you, and you stand as one before this final challenge.

You follow behind the Masked One, or perhaps you undertake the journey on your own. It makes no matter: as cheaply prophesied by Arkan, your path leads only to him. An enormous underground grove with hanging bioluminescent light acts as the Beast’s lair. You notice several Masked Ones and other unspeakable things observing from the fringes, their eyes locked on you as you approach the great old one. It emerges. Its countenance is aberrant, no doubt, but somehow less so than that of other Gods in the Deep. While its siblings are indescriptible aberrations, Arkan resembles an eldritch scorpion, bearing one huge central eye the color of bloody crimson. It seems Arkan’s earthly ambitions have made his form into something almost… understandable.

 

 

Audience With The Beast

The tablet brims with fiery wrath directed at this monstrous being. Arkan opens its maw, and speaks to you with a deep, rocky voice, almost… noble. These are not the imperative words of fury you’ve been subject to before.

“Protectors of this universe, come for my head. Seven millennia ago, when I first breached the veil of this reality, I would have attacked you on sight. Worthy champions you would’ve been, even in that age of heroes and gods. But…”

Your hand twitches and your brain burns red with the tablet’s imperious will: attack.

“It is not seven millennia ago. It is the present day. That war is passed and I’ve had time to ponder my defeat, and forget all the resentment it created in me. Today, you and I are still likely at odds in a great many things. The desire to see this universe continue its existence, however, is not one of them. I’ve built a life, in these centuries, a thriving and influential business network… All outside the control of the great tyrant of the cosmos. The one you’ve taken to calling Eternity. Should it return, I will be flayed and tortured, have my powerful mind brutally broken down, and finally, I will be remade into a dozen new aberrations for its army.”

Arkan stops speaking for a moment, as if letting the weight of his words sink in.

“I’ve no intention of letting that happen, if not to save your world, to save my own skin. In fact, I have been an active participant of efforts to keep Eternity sealed away. You should rather point that shiny blade at some of my siblings, who yet serve the void’s designs. I… can point you in their direction. Saves me a headache, and you… Well, you can save the world from these looming threats, and be hailed as heroes. I can even lend you some of my eldritch might for this purpose. What say you?”

You’ve never felt the tablet’s will be this clear. It’s telling you something. Warning you of a deep corruption behind everything this being touches. No, of a deep corruption that is the essence of Arkan’s own being, and that spreads through every strand of its web. It speaks.

My bearer, my protector… I muster all my might to speak, for you must know what this damnable roach is doing. Here in the center of the material plane is where I was born, countless centuries ago, as the Emerald Tablet of Life.

For many millennia I stood there, guiding the great flame of life that burns at the center of the world. Creating new species, forging souls as unique and brilliant as the distant stars. Then, Eternity came. You know how that went – a phyrric victory, with the Gods dead, Eternity sealed away, and its soldiers exiled to the depths beneath the arcanitie slate… This used to be my sacred home.

The Teng plucked me out in the brilliant submarines they constructed with the dwarves, as what came to be known as the Abyssal Nethedepths was no place for a sacred artifact of creation anymore. Since then, I’ve been passed from hand to hand. My melancholy growing, my power waning. Until you found me. Until you not only heard me, but listened, too.

This disgusting aberration may or may not want the destruction of the universe, but it sure is leeching of the flame of life, squeezing the heart of the world dry for its own gain. I beg of you: listen once more, and end this abomination in the name of life!

A Decision: Arkan or the Tablet

If the players decide to follow the will of the tablet to its conclusion, it will evolve to its final state: the Emerald Tablet of Life. On the other hand, if the players are swayed by the persuasive words of Arkan, or bribed by its offers of influence, power or wealth, it will unattune from the player bearing it, use Word of Recall on itself and become dormant once more, in a Teng ruin far above the arcanite slate.

Arkan will hold true to his word, and provide you tools and boons to defeat your common enemies. Meanwhile, his mysterious rituals and influence trading continues. Who knows to what final end?

Emerald Tablet of Life

Wondrous item, Artifact (requires attunement)

While you are attuned to the Emerald Tablet of Life, it becomes almost weightless to you, but it remains terribly heavy to everyone else. Your Constitution score becomes 26 unless it is already higher. You gain one legendary resistance, one damage immunity and one condition immunity of your choice, and become resistant to all elemental damage (acid, cold, fire, lightning, and thunder). Additionally, you can cast the True Resurrection spell through it once per week without expending material components.

In addition to its properties as the Emerald Tablet of Life, this artifact has gained sentience and new powers over the course of centuries under the possession of brilliant Dwarven and Teng artificers, which it maintains in its awakened form. You can use it to seal or unseal Teng control rooms and outposts. A Teng construct or machine that is in contact with the Emerald Tablet of Life regains 25 hit points per round. If it was broken or in a state of disrepair, it becomes functional only when it is restored to its maximum hit points.

Teng Sentinels will be friendly towards you, and their vehicles and machines will respond to your commands as well as their state of disrepair allows.

The Abyssal Netherdepths

 

 

ONLY. TO. KILL. ME.
you would risk the universe itself…
YOU. ARE. A. FOOL.
But if you wish for a taste of the Beast,
who am I to deny you?
You’ve come this far, after all.
THIS. IS. YOUR. LAST. ERROR.
Even after deserting Eternity.
I never did lose the taste
for righteous flesh.
WITHIN. OR. WITHOUT.
this universe…
There is no place for kindness.
No place for playing hero.
ONLY. THE. DEAL. MATTERS.
but you were not ready to accept
that. I still have much work
before mortalkind can be mine.
Now…
DIE. FOR. ME.

 

 

Arkan, the Beast

The God in the Deep known as the Beast has additional traits, actions and legendary actions. These additional options and features make it the strongest variant of the base monster.

Additional Traits

Limited Magic Immunity. Arkan can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Reflective Carapace. Any time Arkan is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Arkan is unaffected. On a 6, Arkan is unaffected, and the effect is reflected back at the caster as though it originated from Arkan, turning the caster into the target.

Revealing Gaze Arkan’s opened eye creates an area of weakness exposure in a 150-foot cone. Creatures within that area are automatically Revealed. At the start of each of its turns, Arkan decides which way the cone faces. The cone doesn’t function while the Arkan’s eye is closed or while it is blinded.

Head of the Scorpion. When using its Summon Servitors action, Arkan has one additional option it can use:

  • 1d4+1 Arkan Operatives and 1 Masked One of Arkan

Variant Innate Spellcasting (Replaces Innate Spellcasting). Arkan can cast the following spells innately, without expending material components. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks).

At will: cure wounds, cloudkill, geas

3/day each: resurrection, move earth, harm

1/day each: true resurrection, power word kill

Additional Actions

Variant Multiattack (Replaces Multiattack). Arkan makes two beastly pincer attacks and one otherworldly sting attack. It then casts a spell from its Variant Innate Spellcasting list.

Beastly Pincer (Replaces Tentacle). Melee Weapon Attack: +18 to hit, reach 30/60 ft., one target. Hit 36 (4d12+10) bludgeoning damage plus 14 (4d6) psychic damage, and the target must succeed on a DC 27 Strength saving throw or be grappled (escape DC 27).

Otherworldly Sting. Melee Weapon Attack: +18 to hit, reach 30/60 ft., one target. Hit 24 (4d6+10) piercing damage plus 14 (4d6) psychic damage, and the target must make a DC 22 Constitution saving throw, taking 65 (10d12) poison damage on a failed save, or half as much on a successful one.

Additional Legendary Actions

Variant Onslaught (Replaces Onslaught). Arkan makes one beastly pincer or maw attack.

Dominate Life Domain (Costs 3 Actions) (1/day). Arkan squeezes the heart of the world using its partial control of it, healing itself for 265 (30d10+100) hit points.

The Abyssal Netherdepths