Jump to: navigationsearch. Category : 3. Views Page Discussion View source History. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages! Lawful Evil and Neutral Evil. Analia the Green. LawAnimalWeatherProtection. Neutralwith Chaotic Good tendancies. Cain the Necromancer. Candin the Blue. Dairlon, God of Secrets. ArtificeKnowledgeMindRuneTrickery. Doctor Faustus. Double Mage M. ArtificeCreationConstructionDestructionProtection.
Gear Glaive. Grievoux Raze. LawKnowledgeArtifice, Rune, Construct. Harold O'Jay. LawGoodDwarf, Defense. Lawful EvilLawful Neutral. Korris the Orange. Mako the Purple. Lawful Neutral or Lawful Good. Malfus, God of clean underwear. Mateu, The Elemental Creator.These three are all siblings and children of Izanagi -no-Okami.
So here is the first of the Trinity, Amaterasu. She happens to be one of the most powerful Gods in the Mythos:. Amaterasu was born when Izanagi washed out his left eye, Tsukuyomi was born from the washing of the right eye, and Susanoo from the washing of the nose.
Amaterasu became the ruler of the sun and the heavens along with her brother, Tsukuyomithe god of the moon and ruler of the night. Originally, Amaterasu shared the sky with Tsukuyomi, her husband and brother until, out of disgust, he killed the goddess of food, Uke Mochi. This killing upset Amaterasu causing her to label Tsukuyomi an evil god and split away from him; separating night from day.
There is a long-standing rivalry between Amaterasu and her other brother, Susanoo. Susanoo is the God of sea and storms.
When he was to leave Heaven by orders of Izanagi, he went to bid his sister goodbye. Amaterasu was suspicious, but when Susanoo proposed a challenge to prove his sincerity, she accepted. Claiming the gods were hers because they were born of her necklace, and the goddesses were his, she decided that she had won the challenge, as his item produced women. Though she was persuaded to leave the cave, Susanoo was punished by being banished from Heaven. Both later amended their conflict when Susanoo gave her the Kusanagi-no-Tsurugi sword as a reconciliation gift.
According to legend, Amaterasu bequeathed to her descendant Ninigi : the mirror, Yata no Kagami; the jewel, Yasakani no Magatama; and the sword, Kusanagi-no-Tsurugi. This sacred mirror, jewel, and sword collectively became the three Imperial Regalia of Japan. The Emperors of Japan are considered to be direct descendants of Amaterasu. Challenge 30XP Divine Awareness. Amaterasu knows if she hears a lie. Innate Spellcasting. She radiates a continual light like the spell. Spell resistance.
Amaterasui has advantage on saving throws against spells and other magical effects, and is never affected by any type of illusion.Despite the name, a demilich was not a lesser lichbut rather a lich who had evolved beyond a need for its undead body.
Great wizards and sorcerers usually became liches in order to continue their pursuit of magic and power beyond death. Demiliches were those who were close to reaching the end of their arcane journey; who understood the nature of magic and reality in a way no mortal could conceive. A lich became a demilich when they no longer needed to be continually tied to a body. The lich must somehow learn the art of creating soul gems and replace eight small pieces of its body with them. Often the soul gems became jeweled eyes and teeth in the lich's skull, but they could also become joints in a hand, or discs in the lich's spine.
Once the power of the lich was focused in one part of its body, the rest of its skeleton crumbled away. The part that remained contained the soul gems; the eight gems acted similar to the demilich's phylacteryallowing the demilich to reappear within a tenday after "death" unless all eight gems and the phylactery were destroyed. Demiliches were extraordinarily resistant to the magic of others. They had total spell immunity, with the exceptions of shatterdispel eviland holy smite.
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. I was assuming I would find this in the MM, but I couldn't find even a hint. The section about the devils mentions a lot about the Nine Hells and who is ruling where and so on.
But there are no stats for any of them, just stats for their vassals. And I could also see no hint of how I might modify the "common" devils to represent the Dukes nor anything else.
So is this all up to me to create the stats of well-known lore "bosses"? Or am I just overlooking some info about how to extract this from or modify common monsters to form important known ones?
Powerful devils like Asmodeus have never been mere 'pit fiends'. Indeed, none of the Archdevils nor their Demon Lord counterparts could possibly be mapped to anything in the 5e MM. We aren't completely in the dark on how to do it.
Sword Coast Adventurer's Guide offers some insight into Asmodeus' character under his description as a deity. Asmodeus' avatar remember Asmodeus is a Forgotten Realms deity currently should easily be on par with Tiamat's avatar and make even Demogorgon and Orcus look weak by comparison. Don't be afraid to throw out all the stops. If you still need ideas on what powers Asmodeus should have, then I'd recommend looking up in entry in the 3. It cannot be mapped directly to 5e, of course, but reading through it should give you an idea of who and what Asmodeus is.
This is similar to the deities that can make avatars listed in the DM Guide. These avatars are the gods power given form, and allow gods to act on the mortal planes without seriously distorting life and and magic, and often possess some of their power, but killing them simply Inconveniences the the deity, rather than actually hurting them. Some compare them to the Norse gods who were essentially just magic people, who could be met, beaten, and could die.
Second level of god. As a DM, it's up to your interpretation if Asmodeus can even be defined by the rules of monsters set in the Monster Manual. For instance, Solars are comparable to the Lords of Hell. Not the Balor or its devil equivalent but the actual lords. However, even a Solar doesn't get close to the power of the deity that it serves, so really it's up to personal choice on how to depict the god. Sign up to join this community. The best answers are voted up and rise to the top.
Home Questions Tags Users Unanswered. How to determine stats of the rulers of the Nine Hells? Ask Question. Asked 3 years, 11 months ago. Active 2 years, 1 month ago. Viewed 9k times.Your flesh becomes more than mortal and partakes of the divine vigor enjoyed by the gods themselves. Your epic-level companions are fast, strong, and smart, but you have the spark of godhood that sets you ever so slightly above all mortals. Deities from every plane eventually learn your name, your nature, and your goals.
Some might monitor your progress to observe whether you possess the mettle of a true demigod, and a few could throw roadblocks in your path.
It is in your hands to impress the lords of creation, or disappoint them. If you survive, overcome all challenges put before you, and reach the heights of ability achieved by few mortals, you are worthy to ascend to the ranks of the divine.
One or more gods might ask that you serve them as a probationary exarch while you work toward your own divine goals. You do not gain any additional abilities for accepting such a position, though you do gain access to a divine connection that might grant you information helpful for completing your quests. On the other hand, you might be required to perform tasks that delay your own goals, or even work at crosspurposes to your goals.
No one said godhood would be easy, and acting as a free agent has its own problems as various astral beings take your measure. At least one Demigod has chosen the path to ascension outlined below.
Iuz the Evil (5e Creature)
Your own route to divinity might be different. Divine Ascension : When you complete your final quest, your divine nature yearns to complete your apotheosis. Upon ordering your mortal affairs, the astral flame smoldering within you detonates, consuming all that remains of your mortal flesh. The astral flame leaves behind a fledgling god, flush with the power only the truly divine can comprehend and wield.
You ascend, blazing like the sunrise or darkening the skies like an eclipse, if your inclinations run dark. Streaking into the Astral Sea, you are taken up into the realm of an established god who welcomes your strength. Divine Recovery 24th level : The first time you are reduced to 0 hit points or fewer each day, you regain hit points equal to half your maximum hit points.
Divine Miracle 30th level : When you have expended your last remaining encounter power, you regain the use of one encounter power of your choice. In this way, you never run out of encounter powers.
Sign In Don't have an account? Start a Wiki. A divine spark ignites your soul, setting you on the path to apotheosis. Prerequisite : 21st level Your flesh becomes more than mortal and partakes of the divine vigor enjoyed by the gods themselves.
Exarch or Free Agent? Edit One or more gods might ask that you serve them as a probationary exarch while you work toward your own divine goals. Route to Immortality Edit At least one Demigod has chosen the path to ascension outlined below.
Soon enough, your transcendent senses discern mortal prayers directed at you. Demigod Features Edit All Demigods have the following class features. Divine Spark 21st level : Increase two ability scores of your choice by 2 each.
Categories :. Cancel Save.Most of these are absurdly, blatantly, unfairly overpowered. And that is without even including that getting a higher AS cap is almost by definition OP in 5e. Demigod is ok. Strong, but ok. Legendary hero gives practically permanent advantage on a saving throw you'd only spend the last die if you're sure you've no need of it.
Also, it's way better for classes where the main ability is a useful save any dex or wis based class, and str to some extent and neglects classes based on int or cha. Champion is only borderline overpowered, but Will is freaking insane.
Adding 1d8 to the saving throw of a blindness or hold person on multiple target, for almost no cost?! If this were only for 1 target spells AND only on the first save it would've been ok. I get the point of legendary hero II, as giveing you "legendary actions". However, it really hurts the flow of combat, in addition to completely demolishing the action economy which is the most important balancing factor of 5e.
You could just take 4 extra actions in the first round of combat. As for Immortal Paragon, usually at 19th level overpowered effects barely matter. This one full-heals you between battles, and at 19th levela group can take down ANY enemy, and is only challenged by needing to spend many resources on many things in one day, so this feat kinda breaks the only thing that's still a challenge at that point.
Overall, I think the idea behind is great, original and could be fun, but the feats themselves are waaaay too gamebreaking. It's not even that they're better than any other feat you might consider to take- they're way beyond that point. I believe that the intent would be to only run this feat chain in a game where all players are using these feats. That said, there were a few differences in the original draft that I felt balanced this a bit better for normal play.
Deities & Demigods – Part 1
Until you got the 19th level feat, expending your last Mythic die gave you a level of exhaustion. Eventually, you'd be a paragon of that stat, but it made you make the choice of "Stats now, or stats WAY later" 3. The Advantage on saving throws wasn't there. That's a bit much, and pushes people to take Dex, Wis, or Con.D&D Universe Explained: The Gods
Immortal Paragon should have a "half max HP" line in it like the Champion fighter ability. As the Palm said, these versions were in the original draft rather than in the version that was posted here. I'll tackle these in order: Demigod: One thing I could change is making the mythic dice regain on a long rest.Critter blog keeping track of monster stats, crits, and anything else that can be quantified on Critical Role.
Thanks to alymccart for this art piece! Over the course of putting together this analysis, we came to the conclusion that there was just far too much to say in a single article. Over the course of eight rounds, Vecna drained a substantial number of his spells via legendary actions 2 spent per spell, 1 per cantripin addition to his own turn. Overall, he spent 22 of his spell slots:.
Limited Magic Immunity: Vecna is immune to spells of 5th level or lower, unless he wishes to be affected. This is similar to the rakshasa ability to resist any spell lower than 7th level.
Discorporation: When Vecna drops to 0 hit points, his avatar form is destroyed, but his essence travels back to his phylactery demiplane just beyond the Prime Material. He is unable to take physical form for an undisclosed time. When attached as the hand of an already-powerful spellcaster, the Hand of Vecna serves mostly as a small buff to their available spell slots. We saw Vecna use the first five charges to cast Finger of Death and the final three attempting to Teleport away when the battle seemed lost.
He also did cold damage to Vax, Keyleth, Grog, and Arkhan when they struck him in melee. In their previous battle with Vecna, Vox Machina experienced two kinds of lair actions: the dead rising once skeletons and once zombies and ghostly claws rising up to grapple them. This time, with the top of the tower still hovering above Entropis, the lair actions fell into one of the following three effects:. Regarding the field itself, dividing the battlefield from the simple octagon to the floating debris gave the battle a feeling of finality.
The split also allowed Matt to direct who could and could not enter the battlefield. Had the only entrance been the stairway, a random cultist could have joined the fray.
Lastly, it just looked really cool. Powered by Squarespace. Ads by Fandom. The Hand of Vecna When attached as the hand of an already-powerful spellcaster, the Hand of Vecna serves mostly as a small buff to their available spell slots.
The Lair In their previous battle with Vecna, Vox Machina experienced two kinds of lair actions: the dead rising once skeletons and once zombies and ghostly claws rising up to grapple them. This time, with the top of the tower still hovering above Entropis, the lair actions fell into one of the following three effects: Skeletons rise from the ground to attack.
All combatants hostile to Vecna lose existing resistances to necrotic damage until the next lair action. The remaining chunks of the tower pull farther apart. Monster Analysis: Vecna the Media References and Puns for