The innocent

Small humanoid, neutral good


Armor Class
13 (None)
Hit Points
22(9d6 - 9)
Speed
25ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 16 (+3) 20 (+5) 20 (+5)

Saves
Dex +5, Int +5, Wis +7, Cha +7
Senses
darkvision 120 ft., passive Perception 15
Languages
Understands common, but cannot speak
Challenge
0 (10 XP)

Apotheosis. When the innocent drops to 0 hit points, her body collapses into itself, and instantly reappears in her ideal form, in an unoccupied space within 60 feet of where her innocent form was destroyed. Her initiative count doesn’t change.

Unexpected change. While the innocent has not yet used Compulsory Disfigurement, she is indistinguishable from the Girl.

Actions

Compulsory Disfigurement. The innocent’s body contorts un-naturally and she takes 11 (2d10) damage. Each creature within 120 ft. who can see this must make a DC 23 wisdom saving throw or be frightened until the end of their turn. On failure of 5 or more a creature must use its action on its turn to dash and move as far away from the Innocent as possible.

The ideal

Medium Monstrosity, neutral


Armor Class
15 (Natural armor)
Hit Points
84 (13d8+26)
Speed
0ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 14 (+2) 20 (+5) 21 (+5) 22 (+6)

Saves
Int +9, Wis +9, Cha +10
Damage resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Necrotic
Senses
darkvision 120 ft., passive Perception 15
Languages
Understands common, but cannot speak
Challenge
9 (5000 XP)

Apotheosis. When the Ideal drops to 0 hit points, her body collapses into itself, and instantly reappears in her Maiden form, in an unoccupied space within 60 feet of where her Ideal form was destroyed. Her initiative count doesn’t change.

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

Frightful Presence. Each creature that starts its turn within 120 ft. of the Ideal must make a DC 18 wisdom saving throw or be frightened. 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 Ideal’s Frightful Presence, as well as the frightful Presence of the Maiden and Matron for the next 24 hours.

Actions

Multiattack. The Ideal makes two body needle attacks and uses Flesh Puppetry.

Body Needles. Ranged Weapon Attack: +9 to hit, range 120/600 ft., one target. Hit 9 (1d8 + 5) Piercing damage. On a hit the creatures speed is reduced by 10ft. until the end of their next turn, and it must succeed on a DC 17 Constitution saving throw or begin bleeding (DC 17, 1d8)

Needle Barrage. Each creature in a 60-foot cone must succeed on a DC 17 Dexterity saving throw. A creature takes 18 (4d8) damage piercing on a failed save, or half as much damage on a successful one.

Flesh Puppetry. The Ideal chooses up to four corpses she can see within 120 ft. The arm of each chosen corpse immediately tears off and becomes undead. They use the statistics of a zombie (MM 316), with a fly speed equal to its speed, and a bonus to its attack and damage rolls of +6. The arms take their turns immediately after the Ideal. The Ideal can only have four arms under her control at one time.

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The Maiden

Medium Monstrosity, neutral


Armor Class
17 (Natural armor)
Hit Points
110 (13d8+52)
Speed
50ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 22 (+6) 22 (+6) 24 (+7)

Saves
Int +11, Wis +11, Cha +12
Damage resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Necrotic
Senses
darkvision 240 ft., passive Perception 15
Languages
Understands common, but cannot speak
Challenge
12 (8,400 XP)

Apotheosis. When the Maiden drops to 0 hit points, her body collapses into itself, and instantly reappears in her Matron form, in an unoccupied space within 60 feet of where her Maiden form was destroyed. Her initiative count doesn’t change.

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

Frightful Presence. Each creature that starts its turn within 120 ft. of the Maiden must make a DC 19 wisdom saving throw or be frightened. 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 Maiden’s Frightful Presence, as well as the frightful Presence of the Matron for the next 24 hours.

Innate Spellcasting. The Maiden’s spellcasting ability is Charisma (spell save DC 20). The Maiden can innately cast the following spells, requiring no material components

At will: Mischief of rats, Blight

Actions

Multiattack. The Maiden makes a slam attack, and then casts blight and mischief of rats. The maiden may replace mischief of rats with another Slam attack.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 9 (1d8 + 5) bludgeoing damage and 14 (3d8) necrotic damage

The Matron

Huge Monstrosity, neutral


Armor Class
19 (Natural armor)
Hit Points
162 (13d12+78)
Speed
50ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 22 (+6) 26 (+8) 24 (+7) 26 (+8)

Saves
Int +14, Wis +13, Cha +14
Damage resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Necrotic
Senses
darkvision 240 ft., passive Perception 15
Languages
Understands common, but cannot speak
Challenge
14 (11,500 XP)

The God of Fear and Hunger is born. When the Matron drops to 0 hit points, her body casts off its flesh, revealing the God of Fear and Hunger in the space her Matron form was destroyed. Her initiative count doesn’t change.

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

Frightful Presence. Each creature that starts its turn within 120 ft. of the Matron must make a DC 21 wisdom saving throw or be frightened. 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 Matron’s Frightful Presence.

Trample. The first time on a turn the Matron enters a creatures space on her turn, the creature must make a DC 22 Strength saving throw. On a success the creature is pushed 5 ft. into an unnocupied space. On a failed save the creature is knocked prone and the Matron can make a Slam attack against the creature.

Actions

Stampede of Arms. The Matron makes Two slam attacks

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 20 (3d8 + 6) bludgeoing damage

Toxic Mist (Recharge 5-6). The Matron exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, and being poisoned until the end of their turn. On a succesful save a creature takes half the damage and is not poisoned.

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The God of Fear and Hunger

Large Aberration, Neutral good


Armor Class
19 (Natural Armor)
Hit Points
465 (30d10+300)
Speed
0 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 30 (+10) 29 (+9) 25 (+7) 27 (+8)

Saves
Dex +7, Int +16, Wis+ 14, Cha +15
Skills
Perception +14, Initiative +7
Damage resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Necrotic
Condition Immunities
Blindness, Charmed, Frightened, Incapacitated, Exhaustion, Unconcious
Senses
truesight 120 ft., passive Perception 24
Languages
all, telepathy 120 ft.
Challenge
26 (90,000 XP)

Legendary Resistance (3/day). If The G.O.F.A.H fails a saving throw, she can choose to succeed instead.

Magic Resistance. The G.O.F.A.H has advantage on saving throws against spells and other magical effects.

Terror. Each creature that starts its turn within 120 ft. of the G.O.F.A.H must make a DC 23 wisdom saving throw or be frightened and be forced to move as far from the G.O.F.A.H at the start of its turn. On failure of 5 or more a creature must use its action on its turn to dash, 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 G.O.F.A.H’s Terror.

Coinflip. The G.O.F.A.H starts combat without Starvation being charged. At the end of the G.O.F.A.H’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Starvation recharges.

One with the dark. Dim light and darkness, both magigcal and non-magical, do not impede the G.O.F.A.H’s vision. Additionally once at any point during her turn, the G.O.F.A.H can teleport up to 120 feet to an unoccupied space she can see that is in dim light or darkness.

Actions

Multiattack. The G.O.F.A.H makes two purifying ember attacks.

Purifying Ember. ranged spell attack +15 to hit, range 600ft., one target. Hit 26 (4d12) fire damage. The target is ignited and takes 5 (1d10) fire damage at the start of each of its turns. The creature remains ignited until they or another creature within 5 ft. of them uses their action to exstinguish the flames, or until the creature is doused with water.

While ignited the creature has disadvantage on saving throws to maintain Concentration.

Puriying Black Flame. The G.O.F.A.H hurls a magical ball of fire that explodes at a point it can see within 120 feet of herself. Each creature in a 20 ft. radius sphere centered on that point must make a DC 23 Dexterity saving throw. The sphere spreads around corners. A creature takes 18 (5d6) fire damage and 18 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.

If a creature who failed the save must make a saving throw to maintain concentration as a result of taking damage from this ability, the DC cannot be lower than 23.

Starvation (Recharge: Coinflip). The G.O.F.A.H causes a creature within 60ft. of herself to rapidly starve. The creature must make five DC 23 Constitution saving throws, taking 13 (2d12) necrotic damage and gaining a level of exhaustion for each failed saving throw. On a succeful save the creature takes half the damage and does not gain a level of exhaustion.

Legendary Actions

The Black (3 actions) (Recharge: 5-6). The G.O.F.A.H begins concentrating, as if on a spell, and the gnawing Darkness of the dungeon fills a 60-foot-radius sphere centered on a point the G.O.F.A.H chooses within 150 ft. of herself. The darkness spreads around corners and lasts for a minute, or until she loses concentration. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. Any creature that starts its turn within that area, or enters it on the first time on its turn, must make a DC 23 Wisdom saving throw taking 17 (3d10) Psychic damage and 17 (3d10) Necrotic damage on a failed save, or half as much on a success. If this damage reduces a creature to zero hit points the creature becomes a monstrosity of the G.O.F.A.H’s choosing whose CR is less than half of the creature’s CR or level.

Teleport The G.O.F.A.H teleports into an unnocipied space that is in dim light or darkness within 120 feet of her.

Dark Power. The G.O.F.A.H. uses one of the following abilities from her previous forms (DC 23): Blight, Mischief of Rats, Flesh Puppetry

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Piety

Dedication. In order to gain piety you must first know of a god’s existence, and dedicate yourself to them while praying in a ritual circle, or site holy to them. You may only dedicate yourself to two gods. If you wish to dedicate yourself to a third god, you must denounce one you have dedicated yourself to. Upon denouncing your god, you lose all your piety with them, and all features it granted you.

EARNING AND LOSING PIETY

Gaining Piety

  • Praying to The G.O.F.A.H in a ritual circle, or a site holy to her (Once per circle or site)
  • Placing a small handmaid doll in a a site holy to the G.O.F.A.H. (Once per site)
  • Saving an animal you can speak to using your “Devotee of The G.O.F.A.H” feature from death.
  • Ritualized fasting to the point of near starvation
  • Feeding a starving humanoid (once per humanoid)
  • Defeating a creature who is a CR higher than your level who has also given you the frightened condition.
  • Removing a source of longstanding persistent suffering in your life
  • Conquering something an entire town fears.
  • Engraving the symbol of The G.O.F.A.H upon your face (+3, once)
  • Creating a reliable method of acquiring food in an area humans haven’t been able to before. (+3)
  • Conquering something an entire country fears. (+3)
  • Showing genuine kindness and mercy to someone who has never experienced it (+5)

Losing Piety

  • Looking down on those beneath you
  • Indulging in luxury
  • Exploiting the destitute

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Mischief of rats

2nd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
M, V, S (rotting food)
Duration:
Instantaneous

A horde of swarming rats are called to a 15 ft. radius circle centered on a point you choose within range. The circle spreads around corners. When the area appears, each creature in it must make a Dexterity saving throw. A creature takes 1d6 piercing damage on a failed save, and is dazed until the end of their next turn. A creature takes half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the piercing damage by 1d6 for each slot level above 2nd.

Devotee of The G.O.F.A.H

Requirements: level 1, Piety +3

You can understand, and be understood by tiny beasts considered to be Vermin by society (such as rats, frogs, and ravens). This ability does not allow you to speak with Insects.

Additionally while you have one level of exhaustion, you ignore all penalties granted by exhaustion. This number increases by 1 when you increase in rank with the G.O.F.A.H

Votary of The G.O.F.A.H

Requirements: level 5, Piety +10

You can cast mischief of rats with this trait, requiring no material components. Once you cast the spell in this way, you can not do so again until you finish a long rest.

Choose one spellcasting modifier: Constitution, Intelligence, Wisdom, Charisma. This is your spellcasting modifier for this spell, and any future spells granted by gaining more piety with The G.O.F.A.H

Disciple of The G.O.F.A.H

Requirements: level 11, Piety +25

You can cast danse macabre with this trait, requiring no material components. When casting the spell in this way you may only animate arms. These arms have the statistics of a zombie (MM 316) with a 30 ft. fly speed. Once you cast the spell in this way, you can not do so again until you finish a long rest.

Champion of Cruelty

Requirements: level 15, Piety +50

The God of Fear and Hunger acknowledges your suffering, and uses it to drive you forward. You are granted the following benefits.

  • While you have the frightened condition, you can move closer to the source of your fear, and add your proficiency bonus to damage rolls against the source of your fear.
  • If you have any levels of exhaustion due to not eating enough food, you have advantage on all attack rolls.
  • You add your proficiency bonus to your initiative rolls.

Dazed

  • You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.