Yggdrasil’s Right Arm Hit Points 490 (20d20 + 280) Initiative Count 5 Speed 0 ft. TRAITS Position. Yggdrasil’s right arm is positioned on the right side of her upper body, which is typically at least 100 feet above and immediately to the right of the space Yggdrasil occupies. The right arm section occupies a space approximately 15 feet wide, 100 feet tall, and 15 feet deep. ACTIONS Multiattack.The right arm makes four Thrashing Vine attacks, each of which must be against a different target. Thrashing Vine. Melee Weapon Attack: +24 to hit, reach 300 ft., one target. Hit: 45 (5d12 + 13) piercing damage and a Gargantuan or smaller target may be pulled 50 feet toward Yggdrasil. Photosynthesize. A spectacular flower blooms on the right arm. At the end of each of the arm’s turns while the flower is blooming, one of Yggdrasil’s sections regains 70 (20d6) hit points. The Flower is an Object with an AC of 15 and 100 hit points, which lasts until destroyed or Yggdrasil creates an additional flower in this manner. Yggdrasil’s Legs Hit Points 1,372 (56d20 + 784) Initiative Count 20 Speed 140 ft. TRAITS Mighty Tread. When Yggdrasil moves through another creature’s space, she can choose to force that creature to attempt a DC 32 Dexterity saving throw or take 91 (12d12 + 13) bludgeoning damage and be knocked prone on a failure. A creature cannot take damage from this feature more than once per turn. Position. Yggdrasil’s legs are positioned in her space, which is typically a 60-foot square. Yggdrasil’s legs are approximately 100 feet tall. ACTIONS Shake Off. Yggdrasil twists and shakes with terrific force. Each creature occupying Yggdrasil’s space or climbing on her must use their reaction to attempt a DC 32 Strength (Athletics) or Dexterity (Acrobatics) check or be thrown 200 feet away from Yggdrasil. Creatures that can’t use their reaction automatically fail this ability check. Take Root. The legs extend their roots deep into the ground. Until the start of the legs’ next turn, Yggdrasil gains blindsight with a range of 1 mile. EPIC LEGACY HERO’S HANDBOOK mythic creatures 299 Yggdrasil, the World Treant
Description From beyond the known universe, Hastur is a reality-shattering force with power rivaling that of any deity. A gigantic figure cloaked in a mantle of burnished gold, Hastur is vaguely humanoid in appearance, though few notice anything through the air of alien weirdness it exudes. Every aspect of the Great Old One is unnatural. A twisted perversion of reality itself, the creature’s four arms and neck display sickly pulsating flesh, while its head is shrouded in a pallid mask of illuminated metal. Its eyes are hollow voids that gaze across dimensions unseen, witnessing incomprehensible realities. The shadows around the creature writhe with obvious malice, hinting at a hateful form beyond what the eyes can observe. “King am I, whom emperors have served. Mine to rule, your unborn thoughts. Witness now, the Yellow Sign.” – Only recorded words of Hastur Hastur THE KING IN YELLOW PROFILE Personality: Obsessive Ideals: With a bizarre and alien mind, Hastur cares not to understand mortal sentiments and feelings. Concepts like pain, death, and fear are utterly irrelevant. What little personality the Great Old One possesses follows a twisted logic that is impossible to rationalize. Hastur has insight into cosmological truths beyond conception that reduce even the most brilliant minds to gibbering wrecks. Bonds: The King in Yellow is bound to the city of Carcosa. This demiplane is an extension of Hastur’s existence, its streets reflecting the tortured corridors of its own mind. Hastur aspires only to add to this bizarre city through absorption. By reducing a population to fanatics and cultists, Hastur may steal an entire metropolis to become part of Carcosa. The surviving population must then eke out an existence under Hastur’s watchful gaze, their agonies a rare delight for the nefarious Great Old One. Flaws: Hastur’s presence is unrelentingly hostile, making meaningful relationships or communication by the most resilient of individuals only possible from a great distance. Those able to handle the entity’s terrifying visage find the creature profoundly disturbing and frighteningly insightful. There is little Hastur does not understand about the universe, but rarely is this understanding applied to anything but mayhem and corruption. Legend: The King in Yellow. Unspeakable One. Thane of Carcosa. These names and many more attempt to give some description to this cosmic entity of enigmatic power. Hastur is a chaotic influence that brings the universe ever closer to total entropy. From the city-eating metropolis of Carcosa, Hastur spreads its infectious tendrils across the multiverse, planting seeds that sprout into vile cults. It is unknown if Hastur came into being or if it has always existed. Its only discernible motivation beyond spreading its influence is its affinity for the arts. Plays, portraits, and sculpture often accompany the presence of Hastur’s cults, inspiring unsettling and alien works in countless creative minds. Hastur wields terrifying power over reality and thought, and what little information exists about its abilities indicates power of Deific strength or beyond. Those who desire Hastur’s favor form profane cults or, in the rare case of warlocks, select it as an otherworldly patron. These servants work tirelessly to bring pieces of their world to Hastur’s domain. The process is destructive and horrifying. Distributing its unsound influence far and wide, if the cult of Hastur manages to infect enough of the population, their dark master may pull the entire city and population into Carcosa. There, the souls of countless civilizations exist in eternal insanity, reveling in the horrific artistry that irreparably twists their minds. Hastur in Your Campaign The Great Old One is a challenging force to explore in a campaign. The being is deific in scope, but manifests a limited form for reasons unknown. This fools many into thinking Hastur is defeatable, but this is a false hope. The Great Old One is as inevitable as death and as insidious as rot. What makes Hastur so terrifying is its inscrutable motives. The creature may be fascinated with the actions of a common painter one day, and hurling apocalyptic flesh meteors the next. Each act is a part of some grand, twisted design whose endgame only Hastur truly understands. One thing is for certain, whatever intentions Hastur has for the universe, they can only end in incomprehensible calamity. EPIC LEGACY HERO’S HANDBOOK mythic creatures 300
Mythic Effects As a mythic creature, Hastur causes the following effects. If Hastur is on its home plane of Carcosa, these effects apply to the entire realm. Otherwise, their range is always a 20-mile radius centered on Hastur. Those within either area suffer the following effects. Feverish Dreams. If a non-Epic creature finishes a short or long rest, it must succeed on a DC 33 Wisdom saving throw or suffer one level of yellow delirium (see the Influence of Hastur trait). Additionally, Hastur is aware of any creature in the area with one or more levels of yellow delirium. The Black Stars Beckon. By spending 1 minute of uninterrupted concentration, Hastur can cast any spell or Epic spell of its choice with a range greater than self at any point within the area. Hastur must be aware of the presence of creatures to target them with a spell cast in this manner, but it need not see them (even if the spell would ordinarily require it to do so). This is a Deific effect. Whispers of Hastur. Once per hour, Hastur may issue a telepathic command to a creature with an Intelligence greater than 5 within the area. When that creature would take a long rest, it must instead spend that time creating a work of art using any tools it has available or gain two levels of yellow delirium. Rewards Hastur is beyond the concept of wealth and power and consequently hordes no treasure. Defeating the Great Old One yields little direct compensation for those mighty enough to accomplish the feat, but those who do so reap far greater benefits for the world at large. When Hastur falls, its hold on reality is weakened for a period of 10,000 years, preventing it from affecting any creatures in that universe and vice versa. Its name fades into memory as its cults disband, and all but the last vestiges of its influence fall out of memory as though it never existed at all, a welcome reprieve from such a malevolent force. The following plot hooks serve as ways to introduce Hastur to your campaign. Celebration in Amber. Famous heroes and villains from across the realms mysteriously receive a strange invitation bearing the sign of Hastur. The paper speaks of an upcoming event titled “A Celebration in Amber” taking place on the lost city of Carcosa. The cryptic message states that attendance is mandatory and that one should come prepared to “perform for the honor of timeless memorial.” The Witness. A legendary bard has returned to the mortal realms after missing for nearly a five centuries. Unfortunately, he is not the man he once was. His once famous musical talents are twisted and strange as he performs alien melodies about horrifying worlds beyond space and time. In his lucid moments, the bard claims to have seen “The King in Yellow” and has come with a warning of imminent doom. War of the Outer Worlds.The Great Old Ones have always fought each other simply because they can, but none of them have ever defeated another—until today. Hastur has claimed victory over a rival Great Old One and consumed its power. This has given the King in Yellow enough strength to move Carcosa to the material plane and unleash countless horrors from its gray streets. If Hastur is not banished soon, all the world will fall under the dominion of the yellow sign. EPIC LEGACY HERO’S HANDBOOK mythic creatures 301 Hastur, the King in Yellow
EPIC LEGACY HERO’S HANDBOOK mythic creatures 302 Hastur, the King in Yellow
Hastur, the King in Yellow Large mythic aberration (Great Old One), unaligned Armor Class 30 (yellow robes) Hit Points 3,503 (226d10 + 2,260) Speed 30 ft., fly 120 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 30 (+10) 26 (+8) 19 (+4) 36 (+13) Saving Throws Str +16, Dex +17, Con +22, Int +20, Wis +16, Cha +25 Skills Arcana +32, Deception +37, Insight +28, Perception +16, Religion +32 Damage Resistances acid, cold Damage Immunities psychic; damage from non-Epic creatures Condition Immunities blinded, charmed, exhaustion, frightened, stunned, unconscious Senses blindsight 120 ft., passive Perception 26 Languages telepathy, unlimited range to any creature on the same plane Challenge Mythic 10 Proficiency Bonus +12 TRAITS Great Old One Magic. Hastur does not require material components for spells, may speak a spell’s verbal components telepathically, and does not need to concentrate on spells to maintain their effects for the duration. Infectious. Hastur’s spells and abilities induce unsound frenzy. Each time a creature fails a death, Intelligence, Wisdom, or Charisma saving throw against Hastur, the creature gains one level of yellow delirium. Influence of Hastur. Hastur’s abilities inflict a unique condition called yellow delirium, which is measured in six levels. An effect produced by Hastur can give one or more levels of yellow delirium, as specified in the effect’s description. Yellow delirium is a special condition that cannot be removed by any means other than those presented in this trait. When a creature would regain 200 or more hit points as a result of magical healing from an Epic effect, the creature may instead prevent that healing and reduce its levels of yellow delirium by one for every 200 hit points it would have regained. If a creature would be immune to yellow delirium, it loses that immunity and instead gains Epic advantage on saving throws against effects that would cause it to gain levels of yellow delirium. A creature suffers the effect of its current level of yellow delirium as well as all lower levels. For example, a creature suffering two levels of yellow delirium loses all resistance or immunity to psychic damage, cannot reduce psychic damage it takes, and cannot move more than 10 feet in a straight line before changing direction. Abilities, effects, or spells that would remove yellow delirium instead reduce its level by one. All yellow delirium effects end if a creature’s yellow delirium level is reduced below one. with a spell or magical effect, it may choose to instead deal psychic damage. Hastur can innately cast the following spells: At will (cast as an 8th-level spell): harm, hideous laughter, mass suggestion, phantasmal force, synaptic static 8 9/day: feeblemind, globe of invulnerability, plane shift, psychic scream9 , teleport Hastur has the following Epic spells prepared: Tier 1 (7 slots): antimagic ray, dimensional mastery, hideous mandate, infinity room, magic bullet, night terror Tier 2 (6 slots): determinism, puppeteer, implosion, kinetic control Tier 3 (5 slots): soul harvest, sphere of ultimate destruction Unearthly Grace. Hastur moves with an otherworldly air, granting it the following benefits. • Hastur may take both a Dash and Disengage action as a single bonus action. • Once on each of its turns, if Hastur is prevented from taking an action (including bonus, legendary, and mythic actions) as the result of a condition or magical effect, it may spend half its movement (minimum of 5 feet) to become immune to that condition or magical effect until the end of that turn. MYTHIC ACTIONS On initiative count 20 (losing initiative ties), Hastur takes a mythic action to cause one of the following effects. Hastur can cause the same effect multiple times in a row. Active Hallucinations. Hastur magically teleports to a space it can see within 80 feet of it. Additionally, six illusory copies of Hastur are created in unoccupied spaces it can see within 80 feet of it. The illusions function as Hastur does and act on its turn, but their actions cannot harm or affect anything. If damaged, the illusions are destroyed, but otherwise are indistinguishable from Hastur. If they are not destroyed, the illusions disappear on the next initiative count of 20. Present the Yellow Sign. Hastur presents the Yellow Sign, an eldritch glyph that heralds its profane power. All creatures within 60 feet of it that can see Hastur must succeed on a DC 33 Wisdom saving throw or gain three levels of yellow delirium, or one level on a success. Unless surprised, a creature can use its reaction to avert its eyes to automatically succeed on the saving throw. A creature that averts its eyes in this manner cannot target Hastur until the end of its next turn. ACTIONS Multiattack. Hastur makes three Tattered Lash attacks or casts two non-Epic spells. Tattered Lash. Melee Weapon Attack: +17 to hit, reach 50 ft., one target. Hit: 38 (6d10 + 5) slashing damage and the creature is pushed up to 50 feet away from Hastur. Overwhelming Presence (Recharge 5–6). Hastur asserts total authority over the minds of creatures around it. Until the start of Hastur’s next turn, the first time a creature attempts a saving throw against Hastur, it cannot succeed on that saving throw. Revel in Delirium (Recharge 5–6). Hastur shatters the minds of its enemies. Each creature with one or more levels of yellow delirium in a 1-mile radius centered on Hastur must succeed on a DC 33 Intelligence saving throw or take 55 (10d10) psychic damage per level of yellow delirium it has, or half as much damage on a success. LEGENDARY ACTIONS Hastur can take 4 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. Hastur regains spent legendary actions at the start of its turn. Cast a Spell. Hastur casts a non-Epic spell. Dark Impulse. Hastur chooses a creature it is aware of with one or more levels of yellow delirium and forces it to attempt a DC 33 Wisdom saving throw. On a failure, the creature immediately uses its reaction to take an action of Hastur’s choice that the creature could ordinarily take as an action on its turn. Tattered Lash. Hastur makes a Tattered Lash attack. Violent Paranoia. Hastur instills paranoia in a creature it is aware of. The creature must succeed on a DC 33 Wisdom saving throw or be forced to consider all allies as enemies for 1 hour. The creature still considers Hastur a primary threat but doesn’t make efforts to avoid injuring its former allies and actively defends itself if approached. The extremity of this effect should be determined by the creature’s personality and the DM. A creature may attempt a DC 33 Wisdom saving throw at the end of each of its turns, ending the effect on a success. Cast an Epic Spell (Costs 2 Actions). Hastur casts an Epic spell. Yellow Delirium Level Effect 1 The affected creature cannot move more than 10 ft. in a straight line before changing direction. 2 The affected creature loses all resistance and immunity to psychic damage and cannot reduce psychic damage it takes by any means. 3 The affected creature’s sight and other senses are reduced to 15 ft. and the creature is blind beyond that radius. 4 The affected creature deals half damage. 5 The affected creature must spend its bonus action each turn drawing the Yellow Sign using a readily available surface or medium. 6 The affected creature must spend its action(s) on its turn attempting to kill itself. 8. This spell can be found in the official 5E supplement XGE. 9. This spell can be found in the official 5E supplement XGE. Mythic Resistance. If Hastur fails a saving throw, it may expend the use of an unspent legendary action to succeed instead. Out of Touch. Hastur barely registers reality as we know it. If Hastur takes 30 or less damage from a single instance of damage, it instead takes no damage. Spellcasting. Hastur is a 30th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +25 to hit with spell attacks). When Hastur would deal damage EPIC LEGACY HERO’S HANDBOOK mythic creatures 303 Hastur, the King in Yellow
Description Majestic. Elegant. Radiant. These paltry words are but feeble attempts to describe the divine beauty of the mythical Prismatic Wyrm. Like light given flesh, this dragon is a glistening beacon of draconic power. Its sculpted form dwarfs all but the most titanic of creatures. Every scale, horn, curve, and muscle is perfectly placed as if by an artistic genius. However, few are ever graced with such a view, for the beauty of the Prismatic Wyrm is not fit for mortal eyes. Its body is wreathed in an ever-shifting display of light that overwhelms the senses, leaving most onlookers with only a vague impression of its full majesty. When it speaks, the wyrm’s voice echoes with unmistakable divine magnitude, betraying a mighty heritage that explains its awesome power. With a light more brilliant than the sun and more spectacular than a masterpiece, the Prismatic Wyrm brings ruin to all who would besmirch the universe. A true god holds both beauty and power in equal measure. – The Prismatic Wyrm Prismatic Wyrm PROFILE Personality: Gentle Ideals: The Prismatic Wyrm embodies artistic innovation and self-expression. Its every moment is a performance, casting its dancing light across the universe. To the dragon, these moments of creativity and artistry are more important than nearly all other concerns. It is the purpose of life to create beauty and realize one’s potential. Bonds: As the divine offspring of the overgod known as the Eightfold Wyrm, this dragon is burdened with terrible responsibility and significance. Its parent is unknowable and incomprehensible to all but the mightiest of beings, so surely its far more tangible offspring is a preferable go-between when trying to contact the Eightfold Wyrm? However, the Prismatic Wyrm has no interest in those who worship or oppose its parent, preferring to live its own life. However, the shadow of such a sire is long, forever darkening the Prismatic Wyrm’s days. Flaws: Having witnessed eons of existence, the Prismatic Wyrm places little value on fleeting emotions and suffering. These are but ugly stains on existence, cycles of torment the wyrm has witnessed a thousand times. Only art and inspiration are truly unique. Given the choice between innovative beauty and mortal suffering, the wyrm chooses beauty every time. Legend: Dragons count among the oldest beings in existence. Their progenitor is the mysterious Eightfold Wyrm, an overgod whose power and existence are a wellguarded draconic secret. By this deity’s will, dragonkind was forged across countless universes, taking myriad forms that endure to this day. However, among these creations, a single egg was forged. The first and only of its kind, this dragon would be the sum of all dragons given form, a physical reflection of the Eightfold Wyrm. This child was a rebellious one. Many believed the Prismatic Wyrm, being blessed with power that eclipses all its kin, would be an agent for its sire among mortals. But they were wrong. The dragon takes little interest in the affairs of others beyond satisfying its own sense of aesthetics. Anyone objecting to this frivolous lifestyle utters them in secret, for none has proved strong enough to compel the wyrm to act otherwise. For those who are enemies of dragonkind or wish to gain the attention of the legendarily aloof Eightfold Wyrm, there is no greater challenge, or opportunity, than to meet the Prismatic Wyrm in battle. The Prismatic Wyrm in Your Campaign Dragons are always seen as a powerful influence in the world, and the Prismatic Wyrm is no different. While this mighty being would rather paint than fight, it is never one to back down from those who threaten its comfortable and aesthetically pleasing lifestyle. However, there is almost no scenario in which this creature must be fought. For those who know of its existence, it represents the ultimate test of power short of battling the gods. There is no mightier being walking the mortal realms and certainly not one that can be approached and engaged so readily. It is a mountain for heroes to climb, forever challenging them to attain the strength required to even scratch its scaly hide. The following plot hooks serve as ways to introduce the Prismatic Wyrm to your campaign. Art Vandalism. The characters are responsible for the destruction of an artistic building the Prismatic Wyrm regards as EPIC LEGACY HERO’S HANDBOOK mythic creatures 304
Prismatic Wyrm is aware of any creature illuminated by daylight that shares the same plane as it does. Draconic Nobility. As the child of the Eightfold Wyrm, the Prismatic Wyrm is considered to be a sacred entity by all other dragons. Epic and non-Epic dragons cannot willingly harm the wyrm unless the wyrm harms them first. Additionally, Deific dragons have Epic disadvantage on attack rolls, saving throws, and ability checks against the Prismatic Wyrm. Rewards All dragons hoard treasure, and the Prismatic Wyrm is no exception. Its vast hoard is a literal museum of priceless art; it has amassed sculptures, paintings, and music in preposterous quantities and staggering quality. No matter one’s tastes or preferences, a creature who searches this vast treasury always finds a work of art that touches their very soul. However, even among this vast field of treasures there is one object that stands out as truly extraordinary, a simple marble sculpture of a dragon that defies description. This is the only known caricature of the Eightfold Wrym and is accurate to the last detail. A nondragon that offers prayer and worship to the Eightfold Wyrm while in the presence of this statue is always heard, and at their request may be permanently transformed into a type of dragon of their choice as though affected by the transmogrify spell. This transformation is a Deific effect. a masterpiece, enraging the dragon. It now seeks to track them down and demand reparations, by force if need be. Guard Duty. A calamitous threat to all dragonkind has drawn the Prismatic Wyrm out from its quiet life and into the spotlight. While it is away battling this mighty threat, its precious lair remains unguarded and in need of protection. The wyrm is searching anxiously for heroes both powerful and trustworthy enough to protect its treasures, with the promise of generous compensation for a job well done. The Rainbow Scale. A deadly disease is ravaging a community of ancient elves and has proven resilient to any cure or treatment. In desperation, a great healer divines that a single fresh scale from the Prismatic Wyrm could provide the catalyst to synthesize a cure. However, the wyrm is loath to lend out its power and has hidden itself away to avoid having to argue about ethics and personal responsibility. Heroes are needed to track it down and persuade it to hand over a single scale. Mythic Effects As a mythic creature, the Prismatic Wyrm causes the following Deific effects. Day of Inspiration. While the Prismatic Wyrm is on a plane, any source of daylight produced on that plane also produces an array of dancing, shifting colors. Additionally, the EPIC LEGACY HERO’S HANDBOOK mythic creatures 305 Prismatic Wyrm
Prismatic Wyrm Gargantuan mythic dragon (demigod), chaotic neutral Armor Class 28 (natural armor); 34 (mysterious, Prismatic Mantle) Hit Points 3,977 (185d20 +2,035) Speed 70 ft., fly 300 ft. STR DEX CON INT WIS CHA 34 (+12) 21 (+5) 33 (+11) 28 (+9) 36 (+13) 29 (+9) Saving Throws Str +26, Dex +19, Con +25, Int +23, Wis +27, Cha +23 Skills Insight +27, Perception +27, Performance +37, Religion +23 Damage Immunities acid (orange), cold (blue), fire (red), lightning (yellow), poison (green), radiant (see Prismatic Mantle trait) via Prismatic Mantle; bludgeoning, piercing, and slashing from non-Epic creatures Condition Immunities exhausted (orange), paralyzed (indigo), petrified (indigo), stunned (yellow), poisoned (green), unconscious (indigo) via Prismatic Mantle Senses blindsight 60 ft., truesight 1 mile., passive Perception 37 Languages All Challenge Mythic 11 Proficiency Bonus +14 TRAITS Brilliant Radiance. The Prismatic Wyrm sheds multicolored bright light in a 300-foot radius and dim light for an additional 1 mile. This light is a Deific effect that instantly dispels any magical darkness it illuminates. Coat of Colors. The wyrm’s scales are an ever-shifting array of mystical colors that are difficult to comprehend. The wyrm cannot be seen by senses other than blindsight or tremorsense unless a creature uses a bonus action to attempt a DC 35 Wisdom (Perception) check. On a success, a creature can see the Prismatic Wyrm until the start of its next turn. A creature with truesight has Epic advantage on this check. Immense. The wyrm is tremendous. It is 200 feet long from snout to tail and has a wingspan of 350 feet. On the battlefield, the wyrm typically occupies a 100-foot-by100-foot space. It can end its movement in a Huge or smaller creature’s or object’s space and does not treat such spaces as difficult terrain. Additionally, on each of its turns, the wyrm can expend 20 feet of movement to deal 100 bludgeoning damage to an unattended object or structure within 5 feet of it. Mythic Resistance. When the wyrm fails a saving throw, it can spend one of its unspent legendary actions to succeed instead. Prismatic Mantle. When the wyrm rolls initiative, it can choose to mantle itself in a magical coat of energy. The mantle consists of eight layers, each of which is a different color and grants the wyrm 300 temporary hit points, for a combined total of 2,400 temporary hit points. While the wyrm has at least one of these hit points and takes damage from a creature, that creature can choose which color to damage. The wyrm gains the following benefits according to which layers are providing temporary hit points. Red. The wyrm is immune to fire damage and deals an additional 17 (5d6) fire damage on its weapon attacks. Orange. The wyrm is immune to acid damage and is immune to the exhausted condition. Yellow. The wyrm is immune to lightning damage and the stunned condition. Green. The wyrm is immune to poison damage and the poisoned condition. Blue. The wyrm is immune to cold damage and deals an additional 17 (5d6) cold damage on its weapon attacks. Indigo. The wyrm is immune to the paralyzed, petrified, and unconscious conditions. Violet. The wyrm is immune to non-Epic spells and tier 1 Epic spells. Mysterious. The wyrm has a +6 bonus to AC. Additionally, when the combined temporary hit points from this feature are reduced to 0, the wyrm erupts with radiant energy in a 1-mile-radius sphere centered on it and becomes immune to radiant damage until it finishes a long rest. Other creatures in the affected area must succeed on a DC 33 Constitution saving throw or take 350 (100d6) radiant damage, or half as much on a success. MYTHIC ACTIONS On initiative count 20 (losing initiative ties), the wyrm takes a mythic action to cause one of the following effects. The wyrm cannot cause the same effect multiple times in a row. Inner Light. The prismatic sun within the wyrm blossoms with power. Until the next initiative count of 20, when the wyrm would deal damage to a creature for the first time on a turn, that creature must succeed on a DC 35 Wisdom saving throw or be unable to have resistance or immunity to that damage. Radiant Power. Beams of deadly light lance out from the wyrm in the area of bright light from its Brilliant Radiance feature. The wyrm makes a melee spell attack (+27 to hit) that targets each creature in the affected area. A creature hit by this attack rolls a d8 and takes 50 damage, the type of which is determined by the result of their roll, as detailed in the following table. d8 Damage Type 1 Fire 2 Acid 3 Cold 4 Poison 5 Lightning 6 Force 7 Necrotic 8 Arcane After the wyrm uses this option, the damage of the effect increases by 25, to a maximum of 250 damage. This increased damage is lost if the wyrm finishes a short or long rest. ACTIONS Multiattack. The dragon makes four attacks: one with its Bite, two with its Claws, and one with its Tail. It can forgo making its Bite and Tail attacks to instead take another action from the other options. Bite. Melee Weapon Attack: +26 to hit, reach 45 ft., one target. Hit: 103 (14d12 + 12) piercing damage, plus 44 (8d10) radiant damage, plus 17 (5d6) fire damage (red; Prismatic Mantle), plus 17 (5d6) cold damage (blue; Prismatic Mantle). Claw. Melee Weapon Attack: +26 to hit, reach 25 ft., one target. Hit: 57 (7d12 + 12) slashing damage, plus 17 (5d6) fire damage (red; Prismatic Mantle), plus 17 (5d6) cold damage (blue; Prismatic Mantle). Tail. Melee Weapon Attack: +26 to hit, reach 90 ft., any number of targets within range. Hit: 77 (10d12 + 12) bludgeoning damage, plus 17 (5d6) fire damage (red; Prismatic Mantle), plus 17 (5d6) cold damage (blue; Prismatic Mantle). If a target is a Huge or smaller creature, the wyrm can force it to attempt a DC 34 Strength saving throw. On a failure, the creature is thrown up to 120 feet in a straight line away from the wyrm, landing prone. Breath Weapon (Recharge 5–6).The wyrm exhales a 300-foot cone of divine light. Each creature in the affected area must succeed on a DC 35 Constitution saving throw or have their bodies purified by the light. A creature so purified has its form stripped of matter, leaving only a luminous reflection. In this state, a creature cannot regain hit points, is vulnerable to all types of damage, and when it makes an attack roll must roll 1d12 and subtract the amount rolled from the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Divine Magic (Recharge on a Short or Long rest). The wyrm casts a tier 3 Epic spell with the casting time of 1 action or bonus action, without the need for any components. Its spellcasting ability is Wisdom (spell save DC 35, +27 to hit with spell attacks). If the spell would have a range greater than self, the range also includes anywhere within the area of the wyrm’s Brilliant Radiance feature. Spells cast in this manner are always Deific effects. Wing Flare. The wyrm flares its wings and emits a flash of dazzling light in a 60-foot cone. Each creature in the affected area must succeed on a DC 35 Constitution saving throw or be stunned until the start of its next turn. LEGENDARY ACTIONS The wyrm 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 wyrm regains spent legendary actions at the start of its turn. Claw. The wyrm makes a Claw attack. Divine Might (Costs 2 Actions). The wyrm invokes its divine heritage until the end of its next turn. While in this state, when the wyrm would roll a 14 or lower on an attack roll or ability check, it instead rolls a 15. Draconic Power (Costs 2 Actions). The wyrm makes a Bite or Tail attack, or uses its Wing Flare action. Coat of Colors (Costs 3 Actions). The wyrm chooses a color it is not benefiting from via its Prismatic Mantle trait. The wyrm then restores that color’s magic, gaining 300 temporary hit points, increasing its temporary hit points by 300, and receiving the benefits from that color for as long as it has those temporary hit points. EPIC LEGACY HERO’S HANDBOOK mythic creatures 306 Prismatic Wyrm
Index of Tables Arcane Trickster Spellcasting ...............................................78 Aspects of Divinity...............................................................40 Calamitous Power...............................................................130 Class Progression: The Archmage.......................................100 Class Progression: The Archon .............................................83 Class Progression: The Ascendant ........................................41 Class Progression: The Crusader...........................................66 Class Progression: The Dreadnought....................................53 Class Progression: The Enlightened Fist ..............................61 Class Progression: The Grifter..............................................77 Class Progression: The Overlord...........................................90 Class Progression: The Primordial ........................................47 Class Progression: The Reaver ..............................................27 Class Progression: The Slayer................................................72 Class Progression: The Truespeaker......................................32 Clockwork Soul Die Rolls....................................................86 College of Creation Items by Rarity.....................................33 Conqueror Paradigm Features............................................190 Creating Spell Slots via Arcane Lifeblood............................83 Determining Epic Challenge Rating..................................211 Elemental Infusions..............................................................57 Epic Affixes........................................................................213 Epic Ambitions ....................................................................13 Epic Challenge Rating Modifiers.......................................202 Epic Currency Exchange Rates..........................................189 Epic Egos.............................................................................15 Epic Encounter Ratings.....................................................202 Epic Fighting Styles.............................................................55 Epic Prestige Classes............................................................25 Epic Reputations..................................................................14 Gatecrasher Paradigm Features..........................................191 Genie Gifts...........................................................................94 Levels of Overload ...............................................................84 Levels of Rancor...................................................................27 Loremaster Paradigm Features...........................................192 Pandemonium Effects ..........................................................89 Pantheon Paradigm Features..............................................193 Planeswalker Paradigm Features ........................................194 Spell Division .....................................................................101 Theater of the Mind Relative Distances.............................200 Truespell Recitation..............................................................33 Warden Paradigm Features.................................................195 Wild Affixes .........................................................................52 Index of Sidebars Behind the Curtain: Deific-Level Threats and Mythic Creatures ......................................................283 Behind the Curtain: Epic Legacy and Character Complexity .................................................10 Behind the Curtain: Epic Legacy and the Ranger Class......71 Behind the Curtain: Godhood and Your Campaign...........183 Behind the Curtain: No-Damage Encounter Design.........208 Behind the Curtain: Overpowered Monsters and Balanced Encounters.................................................206 Behind the Curtain: Problematic Spells.............................136 Behind the Curtain: Resisting Epic Magic ........................135 Behind the Curtain: Retooling Magic Items......................189 Behind the Curtain: Running Multiple Legendary Monsters........................................................199 Behind the Curtain: The Divine Order ................................39 Behind the Curtain: Updating Your Campaign..................176 Behind the Curtain: What About My Background?............12 Behind the Curtain: What Is a Rules Conflict? .................174 Combat Variant: The Rule of Majority...............................201 Epic Evil: Playing a Villainous Character at Epic Levels.....23 Epic Language: Atharasil ...................................................237 Epic Player Etiquette 101.....................................................17 Horde Creature Template...................................................198 Material: Fallen Star...........................................................236 Rules to Game By ..............................................................173 Running Encounters in the Realm of Dreams...................229 EPIC LEGACY HERO’S HANDBOOK index 307 Index of Sidebars
Index of Stat Blocks by Creature Name Name Challenge Rating Creature Type Page Number Abaddon, Supreme Adjudicator Mythic 4 Fiend 276 Alacreus, Spirit of the Wind Mythic 3 Beast 269 Alkyon the Ascended Mythic 5 Celestial 280 Arbor titan Epic 2 Plant 49 Aspect of the dragon N/A Dragon 87 Astaroth, High Executioner Mythic 4 Fiend 277 Baenderoth the Conqueror Epic 3 / Mythic 5 Celestial 281 Bloodsworn avenger Epic 4 Humanoid 243 Elderbeast, the Mythic 3 Monstrosity 272 Elemental titan N/A Elemental 126 Epic familiar N/A Celestial, fey, or fiend 92 Epic mount N/A Celestial, dragon, fiend, or plant 143 Feathyn the Ravager Epic 3 / Mythic 5 Celestial 281 Gurthox the Incarcerator Epic 3 / Mythic 5 Celestial 282 Hastur, the King in Yellow Mythic 10 Aberration 303 Living Fortune, the Mythic 1 Ooze 259 Megalith N/A Elemental 155 Oryndyr the Deathless Epic 3 / Mythic 5 Celestial 282 Painted Harlequin, the Mythic 1 Fey 263 Polaris, the Arctic Star Mythic 6 Elemental 286 Prismatic Wyrm Mythic 11 Dragon 306 Starlight sentinel Mythic 2 Construct 266 Time weaver Mythic 7 Elemental 289 Ultraxus, the Dragon Sovereign Mythic 8 Dragon 293 Yggdrasil, the World Treant Mythic 9 Plant 296 EPIC LEGACY HERO’S HANDBOOK index 308 Index of Stat Blocks by Creature Name
Index of Stat Blocks by Challenge Rating Name Challenge Rating Creature Type Page Number Arbor titan Epic 2 Plant 49 Baenderoth the Conqueror Epic 3 / Mythic 5 Celestial 281 Feathyn the Ravager Epic 3 / Mythic 5 Celestial 281 Gurthox the Incarcerator Epic 3 / Mythic 5 Celestial 282 Oryndyr the Deathless Epic 3 / Mythic 5 Celestial 282 Bloodsworn avenger Epic 4 Humanoid 243 Living Fortune, the Mythic 1 Ooze 259 Painted Harlequin, the Mythic 1 Fey 263 Hastur, the King in Yellow Mythic 10 Aberration 303 Prismatic Wyrm Mythic 11 Dragon 306 Starlight sentinel Mythic 2 Construct 266 Alacreus, Spirit of the Wind Mythic 3 Beast 269 Elderbeast, the Mythic 3 Monstrosity 272 Abaddon, Supreme Adjudicator Mythic 4 Fiend 276 Astaroth, High Executioner Mythic 4 Fiend 277 Alkyon the Ascended Mythic 5 Celestial 280 Polaris, the Arctic Star Mythic 6 Elemental 286 Time weaver Mythic 7 Elemental 289 Ultraxus, the Dragon Sovereign Mythic 8 Dragon 293 Yggdrasil, the World Treant Mythic 9 Plant 296 Aspect of the dragon N/A Dragon 87 Elemental titan N/A Elemental 272 Epic familiar N/A Celestial, fey, or fiend 92 Epic mount N/A Celestial, dragon, fiend, or plant 143 Megalith N/A Elemental 155 EPIC LEGACY HERO’S HANDBOOK index 309 Index of Stat Blocks by Challenge Rating
Spells in this table marked with an asterisk (*) can be performed as a ritual. Spells in this table marked with an obelisk (†) are archmage secret spells (see the end of chapter 4 or more information). Index of Spells by Name Name Level School Page Number Adjure purity Tier 2 Abjuration 137 Affair of honor* Tier 1 Enchantment 137 Anatomy augmentation Tier 2 Transmutation 139 Antimagic ray Tier 1 Abjuration 139 Apocalypse* Tier 3 Evocation 139 Arboreal metamorphosis Tier 1 Transmutation 139 Arcane embargo* Tier 2 Abjuration 140 Arcane mark Cantrip Abjuration 117 Army of darkness* Tier 2 Necromancy 140 Ashran’s arcane absorption Tier 1 Abjuration 141 Bioclasm Tier 2 Evocation 141 Blackout† Tier 3 Abjuration 165 Bloodbane Tier 2 Necromancy 142 Caldera Tier 2 Transmutation 142 Call of the lance* Tier 1 Conjuration 143 Cast down* Tier 3 Conjuration 143 Catastrophe Tier 1 Necromancy 144 Celestial tempest* Tier 3 Evocation 144 Congruent spellward* Tier 2 Abjuration 144 Crescent cleave Tier 1 Evocation 145 Crimson winds of havoc Tier 2 Conjuration 145 Crown of vermin Tier 1 Conjuration 145 Dematerialize* Tier 2 Illusion 146 Demecius’s divine intercession Tier 1 Abjuration 146 Determinism Tier 2 Divination 146 Dimensional mastery Tier 1 Enchantment 146 Dreamscape Tier 3 Illusion 147 Dungeon delver’s delight* Tier 2 Conjuration 147 Energy renewal Tier 2 Abjuration 147 Enigma masque* Tier 1 Illusion 148 Index of Spells by Name, Continued Name Level School Page Number Equinox Tier 3 Evocation 148 Exalted brand of absolution* Tier 2 Abjuration 148 Final death* Tier 1 Necromancy 149 Flash freeze Tier 1 Evocation 149 Force armor Tier 2 Evocation 150 Genesis* Tier 1 Evocation 150 Grand Summons† Tier 3 Conjuration 165 Hail of deadly blossoms Tier 3 Conjuration 151 Hideous mandate Tier 1 Enchantment 151 Hungry fissure Tier 1 Transmutation 151 Immortal legend* Tier 2 Necromancy 152 Impenetrable force field* Tier 2 Evocation 152 Implosion Tier 2 Evocation 152 Impossible labyrinth* Tier 2 Illusion 152 Infinity room* Tier 1 Illusion 153 Kinetic control* Tier 2 Transmutation 153 Knowledge Cascade† Tier 3 Divination 166 Legacy of steel* Tier 3 Enchantment 153 Luck of ages Tier 3 Divination 154 Magic bullet Tier 1 Evocation 154 Malevolent fists of spite Tier 3 Evocation 154 Megalith* Tier 2 Conjuration 154 Mera’s miraculous lightning leap Tier 1 Transmutation 156 Microcosm† Tier 3 Enchantment 166 Miracle* Tier 3 Conjuration 156 Mortifying apparition Tier 1 Illusion 156 Necrotic cyst Tier 2 Necromancy 156 Night terror Tier 1 Divination 157 Obliterate Tier 3 Evocation 157 Obsidian tombs Tier 2 Conjuration 157 EPIC LEGACY HERO’S HANDBOOK index 310 Index of Spells by Name
Spells in this table marked with an asterisk (*) can be performed as a ritual. Spells in this table marked with an obelisk (†) are archmage secret spells (see the end of chapter 4 or more information). Index of Spells by Name, Continued Name Level School Page Number Obsolescence† Tier 3 Necromancy 166 Phenomenal cosmic power Tier 3 Transmutation 158 Phoenix pyre Tier 1 Transmutation 158 Planar eviction Tier 2 Conjuration 158 Polar ray 8th Level Evocation 285 Prismatic deluge Tier 2 Evocation 158 Prismatic Weapon† Tier 3 Transmutation 166 Puppeteer* Tier 2 Enchantment 159 Pyroclastic cannon Tier 3 Evocation 159 Ravenous gluttony Tier 2 Conjuration 160 Ray of Ruination† Tier 3 Evocation 166 Release the kraken Tier 3 Conjuration 160 Reverse magic Tier 1 Abjuration 160 Seal fate Tier 2 Divination 160 Silent scythe of slaying Tier 3 Abjuration 160 Sonic boom Tier 1 Evocation 161 Soul harvest Tier 3 Necromancy 161 Spell sequencer Tier 1 Enchantment 161 Sphere of ultimate destruction Tier 3 Conjuration 161 Storm of torment Tier 2 Necromancy 161 Temporal stasis* Tier 2 Transmutation 162 Torrential avalanche* Tier 2 Evocation 162 Translocation Tier 1 Conjuration 163 Transmogrification Tier 3 Transmutation 163 True alchemy Tier 3 Transmutation 164 Venom lance Tier 1 Conjuration 164 Wall of dissolution Tier 1 Conjuration 164 Wall of Fantabulous Wonderment† Tier 3 Illusion 167 Wave of calamity Tier 1 Necromancy 164 Well of infinite darkness* Tier 1 Conjuration 165 Index of Spells by School Name Level School Page Number Adjure purity Tier 2 Abjuration 137 Antimagic ray Tier 1 Abjuration 139 Arcane embargo* Tier 2 Abjuration 140 Arcane mark Cantrip Abjuration 117 Ashran’s arcane absorption Tier 1 Abjuration 141 Blackout† Tier 3 Abjuration 165 Congruent spellward* Tier 2 Abjuration 144 Demecius’s divine intercession Tier 1 Abjuration 146 Energy renewal Tier 2 Abjuration 147 Exalted brand of absolution* Tier 2 Abjuration 148 Reverse magic Tier 1 Abjuration 160 Silent scythe of slaying Tier 3 Abjuration 160 Call of the lance* Tier 1 Conjuration 143 Cast down* Tier 3 Conjuration 143 Crimson winds of havoc Tier 2 Conjuration 145 Crown of vermin Tier 1 Conjuration 145 Dungeon delver’s delight* Tier 2 Conjuration 147 Grand Summons† Tier 3 Conjuration 165 Hail of deadly blossoms Tier 3 Conjuration 151 Megalith* Tier 2 Conjuration 154 Miracle* Tier 3 Conjuration 156 Obsidian tombs Tier 2 Conjuration 157 Planar eviction Tier 2 Conjuration 158 Ravenous gluttony Tier 2 Conjuration 160 Release the kraken Tier 3 Conjuration 160 Sphere of ultimate destruction Tier 3 Conjuration 161 Translocation Tier 1 Conjuration 163 Venom lance Tier 1 Conjuration 164 Wall of dissolution Tier 1 Conjuration 164 Well of infinite darkness* Tier 1 Conjuration 165 EPIC LEGACY HERO’S HANDBOOK index 311 Index of Spells by School
Index of Spells by School, Continued Name Level School Page Number Determinism Tier 2 Divination 146 Knowledge Cascade† Tier 3 Divination 166 Luck of ages Tier 3 Divination 154 Night terror Tier 1 Divination 157 Seal fate Tier 2 Divination 160 Affair of honor* Tier 1 Enchantment 137 Dimensional mastery Tier 1 Enchantment 146 Hideous mandate Tier 1 Enchantment 151 Legacy of steel* Tier 3 Enchantment 153 Microcosm† Tier 3 Enchantment 166 Puppeteer* Tier 2 Enchantment 159 Spell sequencer Tier 1 Enchantment 161 Apocalypse* Tier 3 Evocation 139 Bioclasm Tier 2 Evocation 141 Celestial tempest* Tier 3 Evocation 144 Crescent cleave Tier 1 Evocation 145 Equinox Tier 3 Evocation 148 Flash freeze Tier 1 Evocation 149 Force armor Tier 2 Evocation 150 Genesis* Tier 1 Evocation 150 Impenetrable force field* Tier 2 Evocation 152 Implosion Tier 2 Evocation 152 Magic bullet Tier 1 Evocation 154 Malevolent fists of spite Tier 3 Evocation 154 Obliterate Tier 3 Evocation 157 Polar ray 8th Level Evocation 285 Prismatic deluge Tier 2 Evocation 158 Pyroclastic cannon Tier 3 Evocation 159 Ray of Ruination† Tier 3 Evocation 166 Sonic boom Tier 1 Evocation 161 Index of Spells by School, Continued Name Level School Page Number Torrential avalanche* Tier 2 Evocation 162 Dematerialize* Tier 2 Illusion 146 Dreamscape Tier 3 Illusion 147 Enigma masque* Tier 1 Illusion 148 Impossible labyrinth* Tier 2 Illusion 152 Infinity room* Tier 1 Illusion 153 Mortifying apparition Tier 1 Illusion 156 Wall of Fantabulous Wonderment† Tier 3 Illusion 167 Army of darkness* Tier 2 Necromancy 140 Bloodbane Tier 2 Necromancy 142 Catastrophe Tier 1 Necromancy 144 Final death* Tier 1 Necromancy 149 Immortal legend* Tier 2 Necromancy 152 Necrotic cyst Tier 2 Necromancy 156 Obsolescence† Tier 3 Necromancy 166 Soul harvest Tier 3 Necromancy 161 Storm of torment Tier 2 Necromancy 161 Wave of calamity Tier 1 Necromancy 164 Anatomy augmentation Tier 2 Transmutation 139 Arboreal metamorphosis Tier 1 Transmutation 139 Caldera Tier 2 Transmutation 142 Hungry fissure Tier 1 Transmutation 151 Kinetic control* Tier 2 Transmutation 153 Mera’s miraculous lightning leap Tier 1 Transmutation 156 Phenomenal cosmic power Tier 3 Transmutation 158 Phoenix pyre Tier 1 Transmutation 158 Prismatic Weapon† Tier 3 Transmutation 166 Temporal stasis* Tier 2 Transmutation 162 Transmogrification Tier 3 Transmutation 163 True alchemy Tier 3 Transmutation 164 Spells in this table marked with an asterisk (*) can be performed as a ritual. Spells in this table marked with an obelisk (†) are archmage secret spells (see the end of chapter 4 or more information). EPIC LEGACY HERO’S HANDBOOK index 312 Index of Spells by School
Index of Spells by Level Name Level School Page Number Arcane mark Cantrip Abjuration 117 Polar ray 8th Level Evocation 285 Affair of honor* Tier 1 Enchantment 137 Antimagic ray Tier 1 Abjuration 139 Arboreal metamorphosis Tier 1 Transmutation 139 Ashran’s arcane absorption Tier 1 Abjuration 141 Call of the lance* Tier 1 Conjuration 143 Catastrophe Tier 1 Necromancy 144 Crescent cleave Tier 1 Evocation 145 Crown of vermin Tier 1 Conjuration 145 Demecius’s divine intercession Tier 1 Abjuration 146 Dimensional mastery Tier 1 Enchantment 146 Enigma masque* Tier 1 Illusion 148 Final death* Tier 1 Necromancy 149 Flash freeze Tier 1 Evocation 149 Genesis* Tier 1 Evocation 150 Hideous mandate Tier 1 Enchantment 151 Hungry fissure Tier 1 Transmutation 151 Infinity room* Tier 1 Illusion 153 Magic bullet Tier 1 Evocation 154 Mera’s miraculous lightning leap Tier 1 Transmutation 156 Mortifying apparition Tier 1 Illusion 156 Night terror Tier 1 Divination 157 Phoenix pyre Tier 1 Transmutation 158 Reverse magic Tier 1 Abjuration 160 Sonic boom Tier 1 Evocation 161 Spell sequencer Tier 1 Enchantment 161 Translocation Tier 1 Conjuration 163 Venom lance Tier 1 Conjuration 164 Wall of dissolution Tier 1 Conjuration 164 Index of Spells by Level, Continued Name Level School Page Number Wave of calamity Tier 1 Necromancy 164 Well of infinite darkness* Tier 1 Conjuration 165 Adjure purity Tier 2 Abjuration 137 Anatomy augmentation Tier 2 Transmutation 139 Arcane embargo* Tier 2 Abjuration 140 Army of darkness* Tier 2 Necromancy 140 Bioclasm Tier 2 Evocation 141 Bloodbane Tier 2 Necromancy 142 Caldera Tier 2 Transmutation 142 Congruent spellward* Tier 2 Abjuration 144 Crimson winds of havoc Tier 2 Conjuration 145 Dematerialize* Tier 2 Illusion 146 Determinism Tier 2 Divination 146 Dungeon delver’s delight* Tier 2 Conjuration 147 Energy renewal Tier 2 Abjuration 147 Exalted brand of absolution* Tier 2 Abjuration 148 Force armor Tier 2 Evocation 150 Immortal legend* Tier 2 Necromancy 152 Impenetrable force field* Tier 2 Evocation 152 Implosion Tier 2 Evocation 152 Impossible labyrinth* Tier 2 Illusion 152 Kinetic control* Tier 2 Transmutation 153 Megalith* Tier 2 Conjuration 154 Necrotic cyst Tier 2 Necromancy 156 Obsidian tombs Tier 2 Conjuration 157 Planar eviction Tier 2 Conjuration 158 Prismatic deluge Tier 2 Evocation 158 Puppeteer* Tier 2 Enchantment 159 Ravenous gluttony Tier 2 Conjuration 160 Seal fate Tier 2 Divination 160 Spells in this table marked with an asterisk (*) can be performed as a ritual. Spells in this table marked with an obelisk (†) are archmage secret spells (see the end of chapter 4 or more information). EPIC LEGACY HERO’S HANDBOOK index 313 Index of Spells by Level
Index of Spells by School, Continued Name Level School Page Number Storm of torment Tier 2 Necromancy 161 Temporal stasis* Tier 2 Transmutation 162 Torrential avalanche* Tier 2 Evocation 162 Apocalypse* Tier 3 Evocation 139 Blackout† Tier 3 Abjuration 165 Cast down* Tier 3 Conjuration 143 Celestial tempest* Tier 3 Evocation 144 Dreamscape Tier 3 Illusion 147 Equinox Tier 3 Evocation 148 Grand Summons† Tier 3 Conjuration 165 Hail of deadly blossoms Tier 3 Conjuration 151 Knowledge Cascade† Tier 3 Divination 166 Legacy of steel* Tier 3 Enchantment 153 Luck of ages Tier 3 Divination 154 Malevolent fists of spite Tier 3 Evocation 154 Microcosm† Tier 3 Enchantment 166 Miracle* Tier 3 Conjuration 156 Obliterate Tier 3 Evocation 157 Obsolescence† Tier 3 Necromancy 166 Phenomenal cosmic power Tier 3 Transmutation 158 Prismatic Weapon† Tier 3 Transmutation 166 Pyroclastic cannon Tier 3 Evocation 159 Ray of Ruination† Tier 3 Evocation 166 Release the kraken Tier 3 Conjuration 160 Silent scythe of slaying Tier 3 Abjuration 160 Soul harvest Tier 3 Necromancy 161 Sphere of ultimate destruction Tier 3 Conjuration 161 Transmogrification Tier 3 Transmutation 163 True alchemy Tier 3 Transmutation 164 Wall of Fantabulous Wonderment† Tier 3 Illusion 167 Spells in this table marked with an asterisk (*) can be performed as a ritual. Spells in this table marked with an obelisk (†) are archmage secret spells (see the end of chapter 4 or more information). EPIC LEGACY HERO’S HANDBOOK index 314 Index of Spells by Level
Index of Epic Languages Atharasil .............................................................................121 Sin Tongue .........................................................................121 Symastai .............................................................................121 Truespeech..........................................................................121 Vitae ...................................................................................121 Index of Epic Skills Lucid Dreaming (Wisdom) ...............................................118 Planar Manipulation (Intelligence) ....................................118 Prognostication (Wisdom).................................................119 Index of Creature Templates Horde .................................................................................198 Night trouper......................................................................261 Index of Conditions Frozen.................................................................................286 Guilty .................................................................................276 Yellow Delirium..................................................................303 Index of Epic Feats Alchaemaestro ....................................................................112 Arcane Insight....................................................................112 Artifact Affinity..................................................................112 Blinding Speed...................................................................112 Boundless Creativity...........................................................112 Cavalry Master...................................................................112 Deadshot ............................................................................112 Deathbringer......................................................................113 Devastating Charger...........................................................113 Divine Aspect.....................................................................113 Energy Infusion..................................................................113 Extraordinary Focus ...........................................................113 Fists of Fury .......................................................................113 Flawless Instincts................................................................113 Force of Will ......................................................................114 Giver of Life.......................................................................114 Immortality ........................................................................114 Impenetrable Bulwark ........................................................114 Legendary Skills.................................................................114 Living Armor .....................................................................114 Lord of War........................................................................114 Magical Savant...................................................................116 Master of Ceremonies........................................................116 Master Tactician.................................................................116 Mighty Magic ....................................................................116 Mystic Sage ........................................................................116 Paragon...............................................................................116 Perfect Health ....................................................................116 Perpetual Athlete................................................................116 Relentless Warrior..............................................................117 Shadowdancer ....................................................................117 Sight Beyond Sight ............................................................117 Spell Lord...........................................................................117 Spell Reflection ..................................................................117 Spellslinger.........................................................................117 Superior Initiative...............................................................118 Talespinner.........................................................................118 Versatile Mind....................................................................118 EPIC LEGACY HERO’S HANDBOOK index 315 Index of Conditions
Index of Magic Items by Name Name Rarity Type Page Number Aegis of the Eternal Relic Armor (plate) 222 Brand, the Burning Cataclysm Relic Weapon (longsword) 222 Calligrapher’s Chromatic Spellbrush Relic Wondrous item 223 Crimson Viol Relic Wondrous item 225 Deck of Infinite Wonders Relic Wondrous item 226 Dreamcatcher Relic Ring 229 Enigma of Nyarlathotep Relic Wondrous item 230 Forge of Creation Relic Wondrous item 234 House of Orizaren Legendary Wondrous item 297 Last Chance Relic Wondrous item 235 Legacy of Wrath Relic Wondrous item 237 Lexicon of Legendary Legacies Relic Wondrous item 238 Mocking Blade Legendary Weapon (dagger) 261 Moonhide Legendary Armor (nonmetal) 271 Mortal Memento Relic Weapon (longbow) 239 Nemeton, Staff of the Hierophants Relic Weapon (staff ) 240 Shock and Awe Relic Wondrous item 241 Sin of the All-Father Relic Armor (shield) 242 Skull of Zek-Hama Relic Wondrous item 244 Soul Star Relic Wondrous item 246 Stormcleaver Relic Weapon (glaive) 247 Timewalker’s Timepiece Relic Wondrous item 248 Unraveler of Fate Relic Wondrous item 248 Index of Magic Items by Type Name Rarity Type Page Number Moonhide Legendary Armor (nonmetal) 271 Aegis of the Eternal Relic Armor (plate) 222 Sin of the All-Father Relic Armor (shield) 242 Dreamcatcher Relic Ring 229 Mocking Blade Legendary Weapon (dagger) 261 Stormcleaver Relic Weapon (glaive) 247 Mortal Memento Relic Weapon (longbow) 239 Brand, the Burning Cataclysm Relic Weapon (longsword) 222 Nemeton, Staff of the Hierophants Relic Weapon (staff ) 240 Calligrapher’s Chromatic Spellbrush Relic Wondrous item 223 Crimson Viol Relic Wondrous item 225 Deck of Infinite Wonders Relic Wondrous item 226 Enigma of Nyarlathotep Relic Wondrous item 230 Forge of Creation Relic Wondrous item 234 Last Chance Relic Wondrous item 235 Legacy of Wrath Relic Wondrous item 237 Lexicon of Legendary Legacies Relic Wondrous item 238 Shock and Awe Relic Wondrous item 241 Skull of Zek-Hama Relic Wondrous item 244 Soul Star Relic Wondrous item 246 Timewalker’s Timepiece Relic Wondrous item 248 Unraveler of Fate Relic Wondrous item 248 House of Orizaren Legendary Wondrous item 297 EPIC LEGACY HERO’S HANDBOOK index 316 Index of Magic Items by Name
Take your 5th Edition game to the literal next level Epic Legacy Hero’s Handbook is the essential guide for 5th Edition gameplay beyond 20th level. One of three tomes in 2CGaming’s acclaimed Epic Legacy system for telling extraordinary tales of radical power, Hero’s Handbook allows you to build the ultimate party of Epic adventurers with support for every class, subclass, and playstyle. Forge challenging encounters that will have your players on the edge of their seats battling gods, slaying titans, and accomplishing extraordinary wonders. Hundreds of pages of masterwork-quality art and thoroughly play-tested mechanics provide everything you need to take your game to the literal next level. Features 12 Epic prestige classes, the Epic metamorphoses of the 5E base classes Compatibility with the most recent 5th Edition publications Character customization rules such as multiclassing, Epic feats, Epic skills, and Epic personalities Epic spells, rituals, and relics Advice for DMs running Epic campaigns Systems for building Epic encounters to challenge Epic characters The Epic Affix System for upgrading standard foes into Epic creatures Mythic foes worthy of Epic-level combat Innovative Epic inspiration system