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Published by goroiamanuci, 2023-03-12 10:02:38

WIP - Smite Gods - The Homebrewery

WIP - Smite Gods - The Homebrewery

ALL IMAGES HERE BELONG TO HI-REZ STUDIOS all translated dnd info were made by marcel miranda Please, consider becoming a Patreon: https://www.patreon.com/DnDShiftStation


Achilles Medium humanoid (divine), chaotic neutral Armor Class 18 Hit Points 560 (62d8 + 50) Speed 35ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 8 (-1) 8 (-1) 14 (+2) Skills Athletics +3+, Acrobatics +3+, Deception +2+, Intimidation +2+, Performance +2+, Persuasion +2+ Condition Immunities charmed, exhaustion Senses blindsight 10 ft., passive Perception 13 Languages Ancient Greek, Godspeak, Common Challenge Rating. 20 Gift of the Gods. Achilles can choose his fight style after a short rest by spending a bonus action while not moving, one of which is protective and precise while the other is aggresive and agile. While in the protective and precise fight style, he summons his breasplate and gains 4 AC, “resistance against all types of damage and and 30 HP as temporary HP. Also, he can choose to forgo his breastplate (losing the AC, advantages and temporary HP) to gain 15 ft. move speed, the ability to disenage combat as a bonus action and advantage in all of his attacks, except his Ultimate attack. Radiant Glory (3/day). As a bonus action, Achilles calls forth the blessings of the gods upon him, gainingfor 3 rounds and extra damage dice in all of his attacks, 1 AC and immunity to move impeding crowd control effects. Aditionally, this grants all his attacks lifesteal which allows him to heal himself equal to the damage it deals to targets on hit. Actions Multiattack. Achiless can perform up to 3 Hallowed Spear attacks against up to 2 targets or 1 Shield of Acchiles attack or 1 Fatal Strike attack. Hallowed Spear. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) bludgeoning damage Shield of Achilles. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 20 (6d6 + 3) bludgeoning damage --- If Achilles moves 10ft in a straight line towards a creature and hits it with his shield attack, the creature must make a constitution saving throw, the DC of which is equal to the damage dealt. If the creature fails, it is stunned until the end of its next turn, and all creatures in a 20 foot cone behind the target take radiant damage equal to half the damage dealt or half on a succesful DEX save (DC 13). (Ultimate) Fatal Stike (1/day). Melee Spell Attack: +15 to hit, reach 15ft., one target. Hit 19 (8d4 + 6) damage that cannot be reduced by any means --- Achilles chooses a target within 15 ft. ignoring difficult terrain and passing through any other targets in his way due to his divine willpower dealing damage and if a creature’s hit points are reduced to 30% or lower, they are stunned for 1 turn. If he kills a creature with this ability, it recharges but gains disavantage and vulnerability against all damages for 1 turn. Also, if he kills another creature with this ability after the first recharge, the duration of the disavantage and vulnerability against all damage is incresed by +2 per creature killed. Reaction Combat Dodge (5/day). If a creature targets Achilles with an attack, he may move up to 15 ft. in a straight line gaining 1 AC for 1 round due to this dodge. After moving, Achilles may make a single spear attack against a creature within range. If this attack hits an target, he can use this reaction again as a Legendary Action (see below). Legendary Actions Combat Dodge (see rules). After hitting an enemy by performing a Combat Dodge reaction, Achiles is able to use this same reaction once again as a Legendary action, but without the damaging properties. The Crowd Cheers (3 actions). Achilles is healed by 3d10 hit dices. This healed is doubled if he can be seen while fighting by 30 or more people.


Agni Medium humanoid (fire genasi), chaotic neutral Armor Class 16 Hit Points 431 (42d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 18 (+4) 11 (+0) 8 (-1) Skills Arcana +9, Nature +9, Religion +9, Insight +9 Damage Resistances fire Condition Immunities grappled, poisoned Senses heat sense 320 ft., passive Perception 13 Languages Hindi, Godspeak, Primordial Challenge Rating 20 Combustion. Everytime Agni hits a target with a Fire Bolt attack, he gains a Combustion stack. While with 4 Combustion stacks, his next Flame Wave attack or Rain Fire Legendary Action will deal extra 21 (3d10 + 4) fire damage plus 10 (1d10 + 4) fire damage at the beginning of the target's turn for 3 rounds. Noxious Fumes. Agni summons a 10 ft. diameter area in a place he see within 120 ft. Enemies have their speed halved and take 3d4 poison damagewhile in this area. If Agni target Flame Wave or Rain Fire in this area or uses Flash Dash within it, the area explodes dealing 27 (5d8 + 4) bludgeoning damage to all targets inside it at the moment it explodes while also stunning them until the beginning of their next turn. Flame Dash. Agni moves 30 ft. in a straight line, leaving a 5 ft. wide trail of fire behind him that lingers for 3 rounds dealing 15 (3d6 + 4) fire damage to all targets that begin or end their turn inside it. Gemini Heads. Agni has advantage in Perception (WIS) rolls that relies in sight and hearing sense. Aditionally, Agni must be blinded and deafened twice in order to lose his sight and hearing. Volcanic. Melee attacks that hit Agni spews molten lava towards the attacker dealing 13 (2d8 + 4) fire damage. This also grants Agni the ability to negate all damage lower than 15. Aditionally, if Agni somehow loses a limb, he can spend a full turn to regrow it healing 5d8 and not being able to take any action until the beginning of his next turn. Actions Multiattack. Agni can perform up to three Fire Bolt attacks, or 2 Fire Punch, or 1 Flame Wave attack. Fire Punch. Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit 6 (2d4 + 1) bludgeoning damage plus 7 (2d6) fire damage. Fire Bolt. Ranged Spell Attack: +8 to hit, reach 60/90ft., one target. Hit 10 (1d10 + 4) fire damage Flame Wave. Ranged Spell Attack: +10 to hit, reach 20ft. (widht: 10 ft.), all targets within. Hit 18 (3d8 + 4) fire damage Reaction Flame Dash. If a creature targets Agni with a grapple action, he can negates it automatically and perform a Flame Dash as a reaction. Legendary Actions Rain Fire. (1 action) Agni chooses a 5 ft, circular space within 360 ft. that does not need to be in his line of sight, then a meteor comes down from the open skies striking the chosen target dealing 13 (5d8 + 4) fire damage. Targets hit by this ability can make a DEX save (DC 13) to take half damage. Purifying Pyre. (3 actions) Agni enflames his stone body halting all effects on him, including positive ones, while dealing 3d8 fire damage to all targets within 30 ft. around him.


Ah Muzen Cab Medium humanoid (thri-kreen), chaotic evil Armor Class 15 Hit Points 523 (52d8 + 30) Speed 35 ft. hover STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 12 (+1) 8 (-1) 14 (+2) 8 (-1) Skills Athletics +10, Animal Handling +8 Damage Resistances poison Damage Vulnerabilities fire Condition Immunities poisoned, prone Senses darkvision 120 ft., passive Perception 13 Languages Nab'ee Maya' Tzij, Godspeak, Undercommon Challenge Rating 20 Bees!. Certain abilities of Ah Muzen Cab summons bees that swarm targets hit by them that deals 1d4 piercing damage per turn. If a targets affected by Bees! is hit by a weapon attack from Ah Muzen Cab, the duration is increased by 3 turns (does not stack, only refreshes). Aditioanlly, targets affected by this ability have disavantage in ranged attack rolls and Perception (WIS) checks. Hives. As a bonus action, Ah Muzen Cab can summon a small bee hive (AC: 11 / HP: 30) in an unocuppied space. The hive uses Bees! ability in all areas affected by the Honey ability within 60 ft. to all targets within it and lasts for 3 turns even if the target exits the Honey area of effect. (max: 5) Honey. As an action, Ah Muzen Cab shoots a strong scented honey from his main stinger in a 30 ft. line that can be customized into any linear form that leaves a sticky area for 3 turns that halves the move speed of all targets within the area. Stinger. Ah Muzen Cab shoots Bee Stings attack through his powerful Stinger that can also be used to impale targets (DC 16 to take it out) as a ranged wepon attack, dealing massive damage and inflicitng Bees! while pierced through the target, but losing his Bee Sting attack while he doesn't get it back. (see rules below) Hovering Agility. If Ah Muzen Cab has moved, at least, 15 ft. this turn he gains 1AC until the end of his next turn. Aditionally, he ignores difficult terrain penalties. Hivemind. Ah Muzen Cab have Telepathy communication with his bees and is able to know the location of all targets affected by Bees! or within a Hive range. Actions Bee Sting. Ranged Weapon Attack: +10 to hit, reach 120/180ft., one target. Hit 7 (1d4 + 4) piercing damage Swarm. Ranged Spell Attack: +8 to hit, reach 10 ft. by 30ft. line, akk targets within. Hit 14 (5d4 + 4) --- Targets that are currenttly under fire are immune to this attack. Stinger. (1/day) Ranged Weapon Attack: +10 to hit, reach 150ft., one target. Hit 29 (10d4 + 4) piercing damage --- If he kills a creature with this ability, the Stinger is left pierced on the target's body and once it's got caught by Ah Muzen Cab, it recharges. Reaction Buzzkill. If targets by an attack, Ah Muzen Cab can choose to command his bees to counterattack the attacker applying Bees! to them if within a Hive range. Legendary Actions Bee Sting. Ah Muzen Cab performs a Bee Sting attack against an enemy within range. Bees! Bees for everyone!!. (3 actions) Ah Muzen Cab summons a Hive to a targeted location.


Ah Puch Medium humanoid (wight), neutral evil Armor Class 16 Hit Points 475 (35d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 10 (+0) 14 (+2) 16(+3) 20 (+5) Skills Arcana +8, Investigation +8, Nature +10, Religion +8, Intimidation +11 Damage Resistances necrotic Condition Immunities frightened Senses darvision 360 ft., passive Perception 13 Languages Nab'ee Maya' Tzij, Godspeak, Deep Speech Challenge Rating 20 Hollow Ground. Ah Puch is closely atunned with the dead and the underworld and may exhume corpses at will. After a Nature (on open areas) or a Investigation (for closed spaces) check against DC 15, Ah Puch can find 1d6 corpses within 160 ft. that can be consumed at will on melee range healing him by 25 HP and........ Corpse Explosion. As an action, Ah Puch control the fleeting necrotic forces within all bodies inside a 60 ft. circular area within 360 ft. to burst in a explosion. Corpses targeted by this ability are consumed as the deal 17 (3d6 + 5) bludgeoning damage within 30 ft. Underworld Charm. As an action, Ah Puch lobs a necromantic artefact within 60 ft. that unearths a corpse and deals 8 (3d4) poison damage within 10 ft. around it and can be consumed or exploded by himself. Empty the Crypts. (1/day) By spending a full turn, Ah Puch summons thousands of treacherous spirits in a 60 ft. square area dealing 11 (1d10 + 5) necrotic damage and 11 (1d10 + 5) psychic damage to all targets within per round for 5 rounds. Aditionally, all targets within have their move speed and healing done to them halved, rounded down. Actions Multiattack. Ah Puch can perform 1 Dreadful Staff attack or 2 Undead Surge attack (both at the same time) Dreadful Staff. Ranged Spell Attack: +11 to hit, reach 60/90ft., one target. Hit 10 (1d8 + 5) necrotic damage. Undead Surge. Ranged Spell Attack: +11 to hit, reach 60ft., one target/all target in area. Hit 8 (1d8 + 3) poison damage plus 17 (3d6 + 5) bludgeoning within 30 ft --- After the last damage, a deformed humanoid corpse where the explosion originated that can be consumed through Hollow Ground. Reaction Fleeting Breath. As a reaction to a target being healed while being damaged by poison, Ah Puch can forcibly expunge the poison from the targets, stunning them until the end of their next turn while ending the poison damage. Legendary Actions Death Savor. (3 actions) Ah Puch can perform an investigation (INT) within 160 ft. that focus of finding corpses while also becoming aware of all necromantic spells and identifying magical artefacts in area. Necrotic Burst. (3 actions) Ah Puch can perform a Corpse Explosion ability.


Amaterasu Medium humanoid (divine), lawful good Armor Class 19 Hit Points 562 (56d8 + 50) Speed 25 ft. hover STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 12 (+1) Skills Athletics +10, Acrobatics +7, Persuasion +7 Damage Resistances radiant Condition Immunities blinded, charmed, prone, exhaustion Senses passive Perception 13 Languages Japanese, Godspeak, Celestial Challenge Rating 20 Illuminating Strike. All targets hit by Amaterasu attacks are illuminated sheding a dim light within 30 ft. until the end of her next turn, gaining disavantage in Stealth (DEX) rolls. Aditionally, after being hit 3 times by her magical Kusanagi sword within one turn, the target and all his allies within the dim light range are Exposed and takes an extra damage dice from all sources. Divine Presence. By harnessing the power of her jewel, Amaterasu has a constant 1d8 self healing that cannot be halted in any form. Also, she can spend a bonus action to change between the two auras her jewel can offer: Aura of Valor and Aura of Benevolence. After changing aura, she sheds a dim light around her for 60 ft. for 2 turns. Aura of Valor. While this aura is active, Amaterasu and her allies within 120 ft. gains advantage in all melee attacks. Lasts 5 rounds after being changed. Aura of Benevolence. While this aura is active, Amaterasu and her allies within 120 ft. gains 5 ft. move speed. Lasts 5 rounds after being changed. Heavenly Reflection. As a bonus action, Amaterasu can imbue her magical mirror with the power of the sun abling it to be charged through attacks made by her and against her for 3 turns (up to 60 points of damage). This grants her advantage against all damages while active and allows her to use the Divine Reflection Burst legendary action. Glorious Charge. (3/day) As a bonus action, Amaterasu shines her blade in front of her silecing all targets until the beginning of their next turn and canceling all concentration spells that are being casted by then, then dashes 20 ft. forward ignoring difficult terrain, passing through up to 3 targets and performing a Kusanagi attack on melee range to a target, if possible. Dazzling Offense. (1/day) As a bonus action, Amaterasu can focus the power of the heavens in her Kusanagi for one turn, becoming immune to move impeding effects, silences and against being stunned. While in the same turn she actived this ability, she can perform another Multiattack against a target with 20ft. range that deals an extra damage dice on the first hit, halves the target's move speed on the second hit and stuns them until the end of their next turn on the third hit. Actions Multiattack. Amaterasu can perform up to 3 Kusanagi attacks against a single target. Kusanagi. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 12 (1d8 + 7) half slashing damage, half radiant damage. Reaction Reflect the Heavens!. As a reaction to overcharging her magic mirror (total of 120 points of damage) through Heavly Reflection, Amaterasu can flash a powerful radiant burst in a 60 ft. area around her. Targets caught in this area must succed on a CON save (DC 16) or be blinded until the end of their next turn. Legendary Actions Divine Strike. Amaterasu performs a Kusanagi attack with advantage to a target within melee range. Divine Will. Amaterasu changes her aura to the other one, gaining and grsnting onus accordingly. Divine Reflection Burst. (3 actions) Amaterasu can discharge at any moment her magical mirror in a straight 15 ft. to a target she can see dealing 1d10 every 15 points of damage charged as half fire, half radiant damage. Target may succeed on a DEX save (DC 13) to take half damage.


Anhur Medium humanoid (leonin), true neutral Armor Class 18 Hit Points 532 (53d8 + 30) Speed 35 ft. STR DEX CON INT WIS CHA 20 (+5) 24 (+7) 18 (+4) 14 (+2) 10(+0) 14 (+2) Skills Acrobatics +8 Condition Immunities blinded, restrained, exhaustion Senses passive Perception 13 Languages Egyptian, Godspeak, Tabaxi Challenge Rating 20 Solar Enfeeblement. All Anhur's weapon attacks weakens the target, granting them a 1 AC penalty per hit that lasts until the end of Anhur's next turn. This effects stacks up to 3 times. Aditionally, all spears thrown by Anhur are considered magical and disappear after hitting a target in a dim yellow light. Obelisk of Shifting Sands. As an action, Anhur can instantly summon a 30 ft. tall obelisk in a unocupied 5 ft. square space he can see. This obelisk creates a 60 ft. diameter area around it that is considered difficult terrain and grants 5 ft. move penalty to all targets that begin their turn within the shifiting sands area. Aditionally, targets that end their turn in the obelisk area of effect are dragged towards it by 5 ft. per turn. Disperse. (5/day) As a movement action, Anhur can leap up to 120 ft. into a space he can see creating an 30 ft. circular impact zone that deals 16 (3d6 + 5) bludgeoning damage to all target within and force all of them to make a DEX save (DC 16) or be knocked down. Desert Fury. (1/day) By spending his full turn, Anhur performs 8 Solar Spear attacks throught 4 rounds (2 attacks at the end of each) stacking Solar Enfeeblement at a maximum of 10 stacks for the same duration. If Anhur chooses to change his original target to another, he takes -8 in the first 2 attacks performed against the new target. Actions Multiattack. Anhur can perform up to 2 Solar Spear attack, 1 Sun Slash or 1 Impale attack. Solar Spear. Ranged Weapon Attack: +13 to hit, reach 120/240ft., one target. Hit 16 (2d8 + 7) piercing damage. --- This attack ignores resistances, immunities, bonus AC from movement and from stats. Sun Slash. Melee Weapon Attack: 11+ to hit, reach 5ft., one target. Hit 14 (2d8 + 5) slashing damage. Impale. Ranged Spell Attack: +11 to hit, reach 60ft., one target. Hit 23 (4d8 + 5) half piercing damage, half fire damage --- target hit is pushed 10 ft. away from Anhur, if this movement encounter an immovable object, target is stunned until the end of their next turn. Reaction Leonin Prowl. When hit by a movement impeding status, Anhur may perform Disperse ability. Not today. (1/day) As a reaction to his HP becoming 0, Anhur ignores that damage and his HP is dropped instead to 1. After that, at the beginning of his next turn, he heals 71 (15d8 + 4) HP. Legendary Actions Clouded Morning. Anhur can perform a Solar Spear attack against a target within range. Tactical Disperse. (3 actions) Anhur can perform a Disperse ability with 30 ft. range.


Anubis Medium humanoid (werejackal), lawful evil Armor Class 16 Hit Points 450 (40d8 + 50) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 8 (-1) 10 (+0) 26 (+8) 24(+7) 24 (+7) Skills Arcana +14, Investigation +14, Intimidation +13 Damage Resistances necrotic, psychic Condition Immunities charmed, frightened, unconscious Senses darkvision 360 ft., truesight 30 ft., passive Perception 13 Languages Egyptian, Godspeak, Infernal Challenge Rating 20 Sorrow. Everytime an ability from Anubis damages a target, it grants a stack of Sorrow for 2 turns. Targets with 5 or more Sorrow stacks loses all immunities and with 10 or more stacks they also loses all their resistances. All damage done to targets with 15 or more Sorrow stacks heals Anubis 5 HP everytime Anubis damage them. Mummify. As an action, Anubis summons magical bandages from his staff to a target within 90 ft. The target makes a DEX save (DC 17), on a fail, target is stunned until the end of their next turn. Grasping Hands. As an action, Anubis invokes the damned souls for the nether to deal 18 (3d6 + 8) necrotic damage per round for 6 rounds and halving the movement to/of all targets in a 60 ft. within 360 ft. Death Gaze. (1/day) By spending his full turn, Anubis floats in the air and cannot be forcibly or willingly moved, stunned and is immune to all non-magical damage for the duration of this ability. For the next 5 rounds, he fires a 240 ft. long by 15 ft. wide powerful beam from his wide open eyes and mouth that deals 41 (10d4 + 16) necrotic damage that ignores resistances. He stays on the same place for this duration but can freely aim at any direction he wants. Actions Multiattack. Anubis can perform 2 Cursed Staff attacks or 1 Swarms of Locusts Cursed Staff. Ranged Spell Attack: +14 to hit, reach 60ft., one target. Hit 14 (1d6 + 8) necrotic damage. Swarm of Locusts. Ranged Spell Attack: +14 to hit, reach 20ft cone., all targets within. Hit 17 (2d8 + 8) half necrotic, half poison damage --- By spending his bonus action, this attack is performed again at the end of the next round. Additionally, if Anubis chooses to use this attack, he can only move again at the beginning of his next turn. Reaction Stargazer. As a reaction to being blinded or deafened, Anubis instantly gains his INT mod in Perception (WIS) checks. Adjudicator. As a reaction to enemy friendly fire, Anubis judges them and grants the attacker that damaged thier ally 5 stacks of sorrow Legendary Actions Nether Grip. Anubis can perform a Grasping Hands ability, if he hasn't used it in the last 2 turns. Pharaonic Entombment. Anubis can perform a Mummify ability, if he hasn't used it in the last 1 turns. Unforseen. (2 actions) Anubis can perform his Death Gaze ability.


Ao Kuang Medium humanoid (dragonblood human), lawful neutral Armor Class 16 Hit Points 482 (51d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 22 (+6) 12 (+1) 16 (+3) 20 (+5) 16 (+3) Skills Sleight of Hand, Stealth, Perception Damage Resistances cold Condition Immunities blinded, grappled Senses keen sight 120 ft., passive Perception 13 Languages Chinese, Godspeak, Draconic Challenge Rating 20 Dragon's King Sword. Ao Kuang's wields a magical shortsword that holds 3 charges that are spent whenever he uses an ability abling him to re-use the same ability as a bonus action or deal extra damage (see rules) plus self-healing him by 30 whenever a charge is spent this way. He regains one charge every 30 seconds plus all weapon attacks performed with it are considered magical and ignores magical resistance. Water Illusion. As a movement action, Ao Kuang telport 15 ft. to any unnocpied space leaving behind a water clone that explodes after 5 rounds or less if he chooses to trigger it before dealing 15 (4d4 + 5) cold damage or 20 (6d4 + 5) cold damage if a Dragon's King Sword charge was spent. After teleporting, Ao Kuang becomes invisible and gains 15 ft. extra move speed until the end of his next turn or until he performs an attack (see Legendary Actions). Dragon's Call. (3/day) As an action, Ao Kuang summons 6 Water Dragons that flies around him that charges against targets damaged by his Dragon's King Slash dealing 9 (1d6 + 5) cold damage to them. Aditioanlly, as an action, Ao Kuang can unleash all remaing Water Dragons against a target within 15 ft. that must succeed on a DEX save (DC 14) or take 9 (1d6 + 5) cold damage per each Water Dragon unleashed this way. (Dragon's King Sword charges allows to re-cast this ability as a bonus action) King of the Eastern Seas. (1/day) By spending his full turn, Ao Kuang chooses a target within 15 ft. forcing them suceed on a DEX save (DC 19) or become grappled. Once grappled, the target is taken to the skies with Ao Kuang who deals 32 (2d20 + 11) damage that cannot be lowered or ignored in any way, plus if the target dies by this damage, Ao Kuang then shows his true form becoming a huge Green Dragon until the beginning of his next turn. (see Legendary Actions --- this ability is not affected by Dragon's King Sword) Actions Multiattack. Ao Kuang can perfoms 2 Dragon Slash attacks or 1 Wild Storm attack. Dragon's King Slash. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 11 (1d6 + 6) slashing damage. Wild Storm. Ranged Spell Attack: +11 to hit, reach cone 15ft., all targets within. Hit 16 (2d10 + 5) half cold, half lightning damage. --- This attack forces all Water Dragons from Dragon's Call to attack targets hit, sharing damage equally among them. Reaction Dragon Brethren. While with at least 1 Water Dragon flying around him, as a reaction to being targeted by an attacker within 30 ft., Ao Kuang can send a Water Dragon against the attacker (DEX save against DC 12 to avoid damage). Legendary Actions Mist Attack. (3 actions) While invisible, Ao Kuang can perform 1 Dragon's King Slash attack with advantage against a target he can see at melee range, ending his invisibility. Dragon's Landing. (3 actions) While in his Green Dragon form, Ao Kuang can choose any space he can fit to land, dealing 33 (4d10 + 11) half bludgeoning, half piercing damage to all within 30 ft. and transforming back to his humanoid form.


Aphrodite Medium humanoid (angel), lawful good Armor Class 16 Hit Points 448 (50d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 8 (-1) 11 (+0) 15 (+2) 18 (+4) 28 (+9) Skills Deception +15, Performance +15, Persuasion +15 Damage Resistances psychic, radiant Damage Vulnerabilities necrotic Condition Immunities charmed, grappled, poisoned, prone, restrained, exhaustion Senses passive Perception 13 Languages Greek, Godspeak, Auran Challenge Rating 20 Center of Attention. Aphrodite gains 1 AC per each ally (including charmed ones) within 70 ft., up o 8 AC. Peck ;). As an action, Aphrodite can perform a Kiss attack targeting a friendly target allowing her to bound with them. This allows her to share the Back off! and Love Birds abilities with the same properties with her bounded ally as well. Back off! As a bonus action, Aphrodite creates a pink explosion around her dealing 20 (2d10 + 9) bludgeoning damage to all targets within 30 ft. while pushing them 10 ft. away from her. Love Birds. As an action, Aphrodite summons beautiful doves that fly within a 30 ft. long, 15 ft. wide area in front of her and then disappear. Targets caught within this area take an initial 14 (2d4+9) slashing damage and 13 (1d8 + 9) psychic damage for 3 turns. All damage done through the ability heals Aphrodite by the same amount. Undying Love. (Recharge 5-6) As an action, Aphrodite profess her undying love to her bounded ally (and herself, specially), turning both of them invulnerable to all damage for 2 turns while cleansing both of them from all statuses and continuous damage that may be affecting them. Actions Multiattack. Aphrodite can perform up to 2 Kissy Staff or 1 Kiss attack. Beauty's Essence Staff. Ranged Spell Attack: +15 to hit, reach 160ft., one target. Hit 14 (1d8 + 9) psychic damage Kiss. Ranged Spell Attack: +15 to hit, reach 60ft., one target. Hit 27 (4d8 + 9) --- target hit must succeed on a CHA save (DC 17) or be stunned until the end of their next turn, plus they take 2 extra damage dices from Aprhodite's bounded ally until the end of her bounded ally next turn. Reaction Personal Space, please?!. As a reaction for being targeted by an attack, Aphrodite can perform a Back off! action. If she used this ability as a reaction, she must wait 2 turns until being able to use it again (as a reaction or action). No Poison Nor Blade For Us. (1/day) If Aphrodite has a bounded ally and she or her bounded ally take damage that would lower their HP to 0 or less, that damage is ignored and the attacked target's HP is then turned to 1, instead. This reaction also triggers automatically Back off!. Legendary Actions Kiss Me!. Aphrodite can perform a Kiss attack or a Peck ;) ability to a target within range that she can see. Divine Diva. (2 actions) Aphrodite can perform a Performance (CHA) or a Persuasion (CHA) against up to 2 targets that can see her against their WIS (d20). If the target fails, they cannot damage Aphrodite until the end of their next turn.


Apollo Medium hamanoid (fire genasi), chaotic good Armor Class 16 Hit Points 472 (60d8 + 30) Speed 35 ft. STR DEX CON INT WIS CHA 14 (+2) 24 (+7) 12 (+1) 8 (-1) 8 (-1) 26 (+8) Skills Acrobatics +13, Performance +14 Damage Resistances fire Condition Immunities blinded, stunned, unconscious Senses keen sight 360 ft., passive Perception 13 Languages Greek , Godspeak, Primordial Challenge Rating 20 Audacity. Whenever Apollo hits any enemy target with a Solar Shot attack he or by damaging enemy targets with his abilities he gains 1 stack of Audacity. At 10 stacks, he can perform two extra Solar Shot attacks per turn for 2 turns. After these 2 turns, Apollo needs to cool off for 2 turns until he starts gaining Audacity stacks. Divine Solar Machina. Apollo dual wields special guns powered by the force of the sun itself and, while he's under an open area with a sun in the sky, it allows him to never run out of ammo for Solar Shot and fully reparing them as a free action, if needed. Serenade. As an action, Apollo uses his beautiful voice to mesmerize all targets within 30 ft. dealing 19 (1d20 + 8) psychic damage and forcing them to suceed on a WIS save (DC 16) or be stunned until the begining of their next turn. If this ability hit 3 or more targets, Apollo gains resistance to all damage for 2 turns. The Moves. As a bonus action, Apollo can dash 20 ft. by sliding on his knees in a direction he can see knocking enemies to the side as he hits them with this gaining 1 stack of Audacity per enemy hit by this ability. At the end of the dash, he and all his allies within 60 ft. who were able to see him doing this gain a 10 ft. movement bonus. Actions Multiattack. Apollo can perform 3 Solar Shot attacks or 1 "So beautiful..." attack. Solar Shot. Ranged Weapon Attack: +13 to hit, reach 60/90ft., one target. Hit 10 (1d4 + 7) half fire, half piercing damage. "So beautiful..." Ranged Spell Attack: +14 to hit, reach 20ft long by 5ft. wide line., all targets within reach. Hit 13 (1d8 + 8) half fire, half psychic damage. --- targets 5 ft. from Apollo when he performs this attack are deafened until the end of their next turn. Reaction Triumphant Entrance. As a reaction to an enemy moving within 20 ft. from Apollo, he can perform a The Moves ability in the direction of the target. Spell Chanter. (3/day) If when Apollo uses his Serenade ability, an enemy hit by it reacts against him with any magical attack or spell, Apollo's Serenade automatically creates a dome within the ability range that negates all magic properties from attacks and spells that lasts 5 turns. Legendary Actions Fastest Shot on Olympus. Apollo can perform a single Solar Shot attack against a target within range. Across the Skies (3 actions)(1/day). By whistling, Apollo summons a fiery chariot from the skies in which he jump onto gaining 90 ft. flying speed. While in this chariot, he attacks with disavantage and cannot use abilities, also he gains 1 point of Exhaustion every 2 turns he chooses to sustain this. Sky's Trotting Chariot. (3 actions)(1/day) From his chariot while flying through the air, Apollo can choose a 10 ft. circular space he can see to jump off performing all Solar Shot attacks he may on his way down to all targets within the area. This legendary action also nullifies all Exhaustion points Apollo may has and


Arachne Medium insectoid (monstrosity), chaotic evil Armor Class 12 Hit Points 424 (56d8 + 30) Speed 35 ft., 30 ft. climb STR DEX CON INT WIS CHA 18 (+4) 22 (+6) 18 (+4) 12 (+1) 24 (+7) 20 (+5) Skills Athletics +10, Acrobatics +12, Stealth +12, Animal Handling +13 Damage Resistances poison Damage Vulnerabilities fire Condition Immunities blinded, paralyzed, prone Senses darvision 120 ft., passive Perception 13 Languages Greek, Godspeak, Undercommon, Telepathy (spiders) Challenge Rating 20 Predator. Arachne gains +1 in all damage rolls by every 20 missing HP oin the target. Aditionally, she can spiderwalk on vertfical surfaces and ceilings with withou any penalty. Venomous Bite. (7/day) As a bonus action, Arachne can produce ungodly powerful venoms that can be used in her next Claw or Bite attacks dealing an extra 9 (2d8) poison damage on hit plus 6 (1d10) poison damage until the target succeeds on a CON save (DC 15). Cocoon. (3/day) As a bonus action, Arachne spindles her web in her hands for 2 turns granting her 2 extra Claw attacks per turn plus the ability to wrap the next target that she manages to hit 3 times in a single turn into a cocoon made out of thick layers of web . On a succesful effect of this ability, the target cannot move or attack and must succeed on a STR check (DC 18) to break free from the cocoon and is considered to be suffocating. (see Night Crawler legendary action) Web. As an action, Arachne can chooses a place to spin her web creating a trap that can be placed on ceilings and any vertical or horizontal place where a medium or smaller creature can move thus triggering it by walking throught it, summoning 6 Broodlings that deals 7 (3d4) per turn for 4 turns. Besides the damage, targets affected by this trap leave behind a trail of web as they move that reduces their movement and any other target within 10 ft. by 5 ft. while granting Arachne extra 5ft. move speed while she's walking on it. Actions Multiattack. Arachne can performs 2 Claw and 1 Spider Bite attack per turn. Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 11 (1d6 + 4) slashing damage plus 5 (2d4) poison attack. --- Poison damage lingers for 2 turns and cannot be halted before. Spider Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit (d + ) piercing damage --- Target hit must succeed on a CON save (DC 16) or have their speed turned to 0 until the end of their next turn. Reaction Reaction. As a reaction to becoming flanked by enemies, Arachne may shot a web from her back dealing 8 (5d4) damage to a target within melee range and forcing them to make a DEX save Legendary Actions Night Crawler. Arachne spins her divine web to gain extra 15 ft. climb speed, ignoring difficult terrain and granting her next attack Claw, Spider Bite or Spider Leap attack the ability to summon a 60 ft. circular area of the same move affecting web as her Cocoon ability summons. (If this legendary action is used with Spider Leap, it can only be used again after 3 turns) Spider Leap. Arachne performs a 20 ft. leap that if it hits a target, it deal 14 (4d4 + 4) bludgeoning damage and turns the target's speed to 0 until the end of their next turn. If she's currently on her climb position, the range of the leap is increased to 35 ft. (If this legendary action is used with Night Crawler, it can only be used again after 3 turns) Eyes of Target. (2 actions) Arachne performs a Venomous Bite and a Cocoon ability at the same time. Her next attack Claw and Spider Bite attack will have advantage against a target that is not seeing her.


Ares Large humanoid (giant), chaotic neutral Armor Class 19 Hit Points 575 (58d10 + 50) Speed 25 ft. STR DEX CON INT WIS CHA 28 (+9) 12 (+1) 24 (+7) 8 (-1) 18 (+4) 16 (+3) Skills Athletics +15, Perception +10, Intimidation +9 Damage Resistances fire and slashing, bludgeoning and piercing damage from non-magical weapons Damage Vulnerabilities lightning, psychic Condition Immunities frightened, exhaustion Senses passive Perception 13 Languages Greek, Godspeak, all Jotun dialects Challenge Rating 20 Battlefield Presence. Ares commanding presence is welcome by his allies in any combat and grants his allies within 360 ft. resistances against pyschic damge while granting him extra 1AC every 2 allies within range (max: 3AC). Shackles - Passive. Ares owns a set of magical chains made by the God of Forge that can be summoned to reacal back to him any atunned equipment as a movement action. Aditionally, this grants Ares advantage in Grapple actions. Bolster Defenses. As a action, Ares can enhance his Battlefield Presence passive ability to extend an elemental resistance of his choice his allies while granting them 1AC until the end of his turn. War Shield. Ares wields a giantic War Shield on his left arm that can be used for protection (2 AC, already added), melee attacks, ranged attacks or throw attacks The last forces him to lose the bonus AC from it until he claims the shield back (see Shackles - Passive). Searing Flesh. As an action, Ares can attack with a 30 ft. cone area in front of him dealing 10 (2d6 + 3) fire damage per round that can be extended to up to 2 aditional rounds by spending his bonus and/or movement action. This is the only action Ares can perform while Shackles attack is active. No Escape. Actions Multiattack. Ares can perform up to 1 Giant Broadsword attack plus 1 Shield attack or 3 consecutive Shackles attack against up to 3 targets. Giant Broadsword. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 18 (2d8 + 9) slashing or bludgeoning damage. Shield. Melee Weapon Attack: +15 to hit, reach 10ft. (melee) or 60ft. (throw), one target. Hit 16 (1d12 + 9) slashing or bludgeoning damage. --- if Ares chooses to deal bludgeoning damage, target is pushed 10 ft. back. If Ares chooses to throw his shield, it can only deal slashing damage. Shackles. Ranged Spell Attack: +10 to hit, reach 60ft., one target. Hit 7 (1d4 + 4) --- Targets hit by this attack have their move speed reduced by 5 ft. on first hit, 15 ft. on the second consecutive hit and 30 ft. if all three attacks hit the same target. Shackles last for a number of rounds equal to how many attacks hit the target and cannot be halted before, while unabling Ares to use any action besides Shakling Steps legendary action and Searing Flesh ability while this is active Reaction Shield Push. As a reaction to being hit by any melee attack, Ares can perform a melee Shield attack against the attacker. Stand Strong! As a reaction to being targeted by an ability or attack that focibly moves Ares, he can use his sword to halve the pushing/pulling distance of the ability. Legendary Actions Shackling Steps. (3 actions) Ares can move up to 15 ft. while he has an enemt under the effect of his Shackles attack. Fiery Bellow. (3 actions) Ares can starts a Searing Flesh attack and can choose to spend his nextbonus and/or movement action the duration as in the description of this ability.


Artemis Medium humanoid (wood elf), chaotic good Armor Class 15 Hit Points 482 (50d8 + 30) Speed 35 ft. STR DEX CON INT WIS CHA 16 (+3) 26 (+8) 16 (+3) 22 (+6) 18 (+4) 8 (-1) Skills Acrobatics +14, Stealth +14, Medicine +10, Perception +10, Survival +10 Damage Resistances poison Condition Immunities restrained, exhaustion Senses darkvision, 30 ft., passive Perception 13 Languages Greek, Godspeak, all Elvish dialects Challenge Rating 20 Still Target. Artemis is the goddess of Hunt and master of traps and snares, this grants her 1 extra damage dice to medium enemies and 2 extra damage dices to smaller targets that are currently being affected by any sort of movement impeding status or damage over time effect. Transgressor's Fate. By summoning the protective powers of nature, as a bonus action, Artemis places an concealed trap (DC: 19 for Perception or 17 for Survival) in a 5ft. vertical, horizontal place or even ceiling she can see (up to 5). This trap becomes active at the beginning of her next turn or in 5 rounds and, after becoming active, turns the movement of any enemy target that passes at 10ft. from it to 0 until the end of the target's next turn. Vengeful Assault. (recharge 5-6) As a bonus action, Artemis invokes the feelings of the Great Hunt in her heart, gaining 2 extra Godly Hunting Bow attacks per turn and increasing the number of rounds in which she can perform them by 2, as well. (4 attacks within 4 rounds) Calydonian Boar. (1/day) As an action, Artemis summons the great Calydonian Boar to help on her Hunt, charging against the nearest enemy dealing 13 (2d8 + 4) half bludgeoning, half piercing damage to them while also forcing the target to succeed on a DEX save (DC 18) stunning them until the end of their next turn. On the next round, the Calydonian Boar looks for another target within 40 ft. to repeat the same attack, damage and stun features, but if there is no target nearby it will disappear in a glittering gold cloud. The Calydonian Boar can last up to 10 rounds, cannot be damaged, ignores difficult terrain, but cannot attack target it already targeted. Actions Multiattack. Artemis can perform up to 2 Godly Hunting Bow attack within 2 rounds or 1 Suppress the Insolent attack. Godly Hunting Bow. Ranged Weapon Attack: +14 to hit, reach 150/600ft., one target. Hit 17 (2d8 + 8) piercing damage. --- this attack is considered magical and ignores all resistences. Suppress the Insolent! Ranged Spell Attack: +13 to hit, reach 70ft., all targets in a 20 ft. circular area. Hit 7 (1d4 + 4) piercing damage. --- this attack lasts for 3 rounds repeating the attack to all targets within area, accordingly. Also, targets hit by this attack have their move speed halved. Reaction It's a Trap!. As a reaction to an enemy triggering her Transgressor's Fate trap, Artemis can perform 1 Godly Hunting Bow attack against the same target, if it's on her line of sight. Legendary Actions Hunt Surge. (3 actions) Artemis can perform a Vengeful Assault action and begin attacking immediatly. (Recharge still applies) Nature's Cull. (3 actions) Artemis can perform a Transgressor's Fate ability or if there is an enemy under the effect of this ability, she can increase the duration of the movement impeding status to 2 turns instead of just 1 turn.


Artio Medium humanoid (ursine antherion), true neutral Armor Class 18 Hit Points 450 (40d8 + 60) Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 28 (+9) 12 (+1) 26 (+8) 16 (+3) Skills Animal Handling +14, Insight +14, Medicine +14, Perception +14, Survival +14 Damage Resistances cold, poison, thunder Damage Vulnerabilities fire, necrotic Condition Immunities frightened, poisoned, restrained, deafened Senses passive Perception 13 Languages Gaelic, Godspeak, all Elvish dialects Challenge Rating 20 Shapeshift. As an action, Artio can change her body from Druid to Ursine changing her bonuses and abilities listed below. Druid Form. While on her human form, she can perform the Oaken Staff attack and the abilities Energy Surge, Entangling Vines and Lifetap. In this form, she can perform social interactions normally, but her natural ursine presence can still be felt by those surronding her, granting her advantages in Persuarion (CHA) rolls. Ursine Form. While on her Ursine form, Artio is considered one size larger than she is in her Druid form and gains the Bear Bite, Bear Claw and Maul Prey attacks and the abilities Ferocious Roar and Heavy Charge, 4 extra points in her Srenght stat plus bludgeoning reistance and avdantage in Intimidation (CHA) rolls and all STR rolls (including attacks and damages that rely on STR), but she has disavantage in all DEX rolls. In this form, she can only 'speak' in bear language and has difficult understanding the languages she already know. Decompose. Whenever a target is hit by Artio's Ursine or Druid attacks os abilities, they gain disavantage against an elemental damage of her choice until the end of her next turn. Invigoration. Whenever a target is hit by Artio's Ursine or Druid abilities, she gains a Invigoration stack that grants her extra 2ft. move speed and 1d4 selfhealing/turn per stack. This effects stacks up to 5 times and last 2 turns, refreshing at each time she damages a target. Entangling Vines. (Druid form) As an action, Artio, on her Druid form, summons entangling vines in 30 ft. around her that reduces all damage dealt by all targets within this area by one damage dice, but no less than 1. This ability lasts 3 turns or until she halts it. Lifetap. (Druid form) As an action, Artio, on her Druid form, invokes a 60 ft. long by 10 ft. wide beam of raw energy that deals 18 (4d4 + 8) force damage per round for 5 rounds to all targets within the area, healing herself for the same amount while decreasesing the speed of hit targets by 5 ft. per hit. Ferocious Roar. (Ursine form) As an action, Artio, on her Ursine form, lets a mighty roar that stuns all enemies within 15ft. from her until the beginning of their next turn while deafening them for 2 turns. Heavy Charge (Ursine form) As a bonus action, Artio, on her Ursine form, gains 20 ft. move speed for 1 turns and charges head-on pushing enemies to a direction of her choice. She can drag up to one medium target with her in this charge attack if she hit a target with her Bear Bite attack beforehand. Actions Oaken Staff. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) bludgeoning damage Energy Surge. Ranged Spell Attack: + 14 to hit, reach 60ft., one target. Hit 16 (3d4 + 8) force damage --- Artio and all her allies within 60 ft. are healed by the same amount of damage this attack does (has a 3 turn cooldown) Bear Claw. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 14 (2d6 + 7) slashing damage. --- target must succed on a STR save (DC 13) or be knocked down. Bear Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 14 (1d12 + 7) piercing damage. -- - Artio can choose to target an ally with this attack dealing no damage, but managing to drag them with her Heavy Charge ability. Maul Prey. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 21 (3d8 + 7) half slashing damage, half piercing damage. Legendary Actions Ursine Aggresion Artio performs a Oarken Staff or a Bear Claw attack against a target within range, depending of her current form.


Athena Medium humanoid (divine), lawful neutral Armor Class 20 Hit Points 500 (60d8 + 50) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 22 (+6) 22 (+6) 12 (+1) 18 (+4) Skills Athletics +9, Acrobatics +8, History +12, Investigation +12, Nature +12, Intimidation +10, Persuasion +10 Condition Immunities frightened Senses passive Perception 13 Languages Greek , Godspeak, Common, Telepathy (athenian warriors) Challenge Rating 20 Heavenly Reach. After using an ability or Defender of Olympus legendary action, Athena gains a bonus on her next attack and damage rolls equal to her INT mod plus her DEX mod and is able to use Olympus Spear (thrown) attack. Preemptive Strike. By spending 10 ft. of her move speed and her bonus action, Athena charges her mind and body with divine powers allowing her to dash on the next round up to 20ft. and then performing an Olympus Spear attack against a target within melee range. If the attack hits a target, Athena gains 3 stacks of Aegis and only if the attack hits, she cannot use this ability for 3 turns. Aegis. (max: 3 stacks) Everytime Athena is hit by an attack that deals less than 25 damage of any type, she automatically spend a charge of Aegis ignoring the said damage. Confound. As an action, Athena uses her Olympus Spear against her own Gorgon Shield releasing a powerful shockwave that forces all enemies in a 15ft. cone area in front of her to succeed on a WIS save (DC 18) or becoming "Challenged" by her. Enemies with the "Challenged" status cannot target any other enemy besides Athena and can only use their weapon attacks. Shield Wall. As an action Athena summons athenian warriors in a 20 ft. circle around her that deals 17 (5d4 + 4) radiant damage to all target within the are upon arrival. As long as Athena does not move, the athenian warriors last until the beginning of her next turn dealing 17 (3d6 + 6) piercing damage to all targets that enter the area. Actions Multiattack. 3 attacks that can be chosen between (melee) Olympus Spear and Gorgon Shield or just 1 thrown Olympus Spear. Olympus Spear. Melee Weapon Attack: +9 to hit, reach ft., one target. Hit 10 (1d8 + 3) --- if Athena chooses to perform 3 of this attack, the third one deals damage to all targets within 5 ft. Olympus Spear (thrown). Ranged Weapon Attack: +(see rules) to hit, reach 80ft., one target. Hit 7¹ (1d12 + see rules¹) piercing damage --- se Heavenly Reach ability. Gorgon Shield. Melee Weapon Attack: + to hit, reach ft., one target. Hit (d + ) Reaction Tactical Defense. If Athena avoided damage by 2 or less (18 or 19 on attack rolls), she can perform a Gorgon Shield attack against the attacker. Legendary Actions Diplomatic Maneuver. Athena moves up to 20 ft. to a place she can see. This movement does not trigger any opportunity strike and ignores difficult terrain. Defender of Olympus. (3 actions)(1/day) Athena gains truesight 1500 ft. while searching for her allies and can choose up to 1 of them. After 4 rounds where her chosen ally gains advantage against all damages except psychic, Athena telports to her chosen target descending from the skies dealing 39 (6d10 + 6) radiant damage to all enemies within 60 ft. from her chosen ally.


Awilix Medium humanoid (forest elf), chaotic neutral Armor Class 16 Hit Points 380 (40d8 + 30) Speed 35 ft., 20 ft. climb, 20 ft. swim STR DEX CON INT WIS CHA 12 (+1) 26 (+8) 16 (+3) 14 (+2) 20 (+5) 14 (+2) Skills Acrobatics +14, Stealth +14, Animal Handling +11 Damage Resistances radiant Senses darkvision 240 ft., passive Perception 13 Languages Nab'ee Maya' Tzij, Godspeak, all Elvish dialects Challenge Rating 20 Initiative. If Awilix hasn't been damaged in the last 5 turns and then she damages a enemy with an attack or ability, she gains one extra damage dice in all her consecutive damaging actions for 3 turns. Moon Spear. Awilix wields a special spear whose edge is made out of moon stones that ressonates with her lunar magic allowing her to see in the dark and to ignore magical and piercing resistances with all her attacks. While it's atunned to her, she her Stealth (DEX) rolls are magically enhanced and she has advantageon on it when it's night and the Moon can be seen. Summon Suku. As a bonus action, Awilix instantly summons her mighty panther Suku who she can use as a mount in combat, turning her move speed to 60 ft. and while losing her climb and swim speed. While mounted on Suku, Awilix can perform an leaping attack with 60 ft. that deals radiant damage to all targets within 20 ft. around where she lands, un-summoning Suku in the process. Moonlight Charge. As an action, if Awilix has not Suku with her or as a bonus action if she does, Awilix sends the spirit of her mighty panther against a target within 80ft. dealing 19 (4d6 +5) piercing damage and 16 (1d20+5) radiant damage. If this spells hits an enemy that is flanked or who cannot see Awilix or as a stealth attack, the target is knocked up by gravity and floats mid-air for 3 rounds. Actions Multiattack. Awilix can perform up to 3 attacks against one target that can be composed by either 3 Moon Spear attacks or 2 Moon Spear attacks plus 1 Feather Step after the second Moon Spear hits the target. Moon Spear. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 13 (1d8 + 8) piercing damage Feather Step. Melee Spell Attack: +11 to hit, reach 10ft., one target. Hit 16 (1d20 + 5) radiant damage --- Awilix jumps behind the enemy if this attacks hit plus turning their speed to 0 until the end of their next turn. Reaction Teluric Interference. As a reaction to an enemy entering her melee range while mounted on Suku (5 ft., not 10 ft.), Awilix can telepathically command Suku to perform 2 Panther Paw attacks that deals 12 (1d10 + 6) piercing damage each against the approaching target that must succeed on a STR check or be pushed 15ft. back if any of the two attacks hit. Legendary Actions Tip of Edge. Awilix can perform one single Moon Spear attack against a target within melee range with advantage that does not count to her Multiattack combo. Midnight Dive. (3 actions) While mounted on Suku, Awilix can perform the leap attack she would normally make while mounting him. Gravity Surge. (3 actions) (1/day) Awilix can pull herself to melee range towards an enemy that is either leaping or knocked up by any reason, dealing 16 (1d20+5) radiant damage and 19 (3d8+5) bludgeoning damage to them when they land. Regardless of having or not an mid-air enemy when she uses this legendary action, Awilix gains one extra Moon Spear attack on her multiattack for 3 turns while sheding bright light within 30 ft. and dim light on extra 60 ft. around her.


Baba Yaga Medium humanoid (hag fiend), lawful evil Armor Class 17 Hit Points 380 (42d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 8 (-1) 26 (+8) 28 (+9) 22 (+6) Skills Arcana +14, History +14, Investigation +14, Nature +14, Religion +14, Animal Handling +15, Insight +15, Medicine +15, Perception +15, Survival +15, Deception +12, Intimidation +12, Persuasion +12 Damage Resistances cold, fire, lightning, necrotic, poison, psychic Senses darkvision 120 ft., passive Perception 13 Languages all Slavic languages, Godspeak, Undercommon, all Jotun dialects, all Elvish dialects, telepathy with her Creeping Cabin Challenge Rating 20 Creeping Cabin. Baba Yaga is always followed by her Cabin (large construct, 20 ft. speed, truesight 60 ft.) that cannot be targeted by any damage, ability or attack since it functions as a movable portal to her Hut. While it's not farther than 240 ft. from her, Baba Yaga shares a mental bound with allowing her to command it as a free action and to sense whatever it feels or see.The cabin also works with her abilities. (see below) Wild Witchcraft. (passive) Baba Yaga's erratic behavior extends to her creations and spells granting them chaotic effects. Whenever she attacks with Wild Witchcraft, roll a d8 to see how the attack will behave and what effects it will grant (negartive effects only targets enemies while positive effect only target allies). d8 Wild Witchcraft Area Effect 1 60 ft. Left Arch +1 AC for 1 turn 2 60 ft. Right Arch +15 ft. for 1 turn 3 30 ft. Line then 30 ft. Split -20 ft. for 1 turn 4 40 ft. long, 20 ft. wide Oval Silence (range) 6 20 ft. circular area Res. Agns. Next Att. 7 30 ft. Split then 30 ft. Line Dis. on Next Att. 8 20 ft. by 20 ft. X ---no effect--- Baba's Brew. Baba Yaga can concoct a special potion whose effects are based on what ingredients she was currently holding by the time she brews it. Every 2 turns after the battle started, roll a d6 to see which ingredient Baba Yaga gathered (see table), then when this ability is used, they are consumed and Baba Yaga can use her Baba's Brew attack. (Max ingredients: 6) d6 Ingredient Effect by Each Consumed Unit 1-2 Eye of Newt +1 damage on Baba's Brew attack 3-4 Dragon Scale -5 ft. move speed for 1 turn 5-6 Wolf Tooth -2 in the target's next attack roll Mortar Blast Off! Baba Yaga's movement is done by her magical mortar where she can fit and magically move around. By using a peculiar set of alchemical substances, a strong reaction can be produce inside her mortar that, after 2 rounds, explodes taking Baba Yaga 50 ft. in the direction she was looking when she started this action (cannot be changed). The explosion deal 11 (2d10) bludgeoning damage to all targets within 10 ft. and the impact deal 18 (4d8) bludgeoning damage to all targets 20 ft. around the point of impact forcing them to succeed on a DEX save (DC 18) to take half damage. Actions Multiattack. Baba Yaga may perform 1 Wild Witchcraft attack or 1 Baba's Brew attack per turn. Wild Witchcraft. Ranged Spell Attack: +15 to hit, reach (see table)ft., all targets on area. Hit 28 (5d10) --- see table. Baba's Brew. Ranged Spell Attack: +7 to hit, reach 60ft., all targets in a 20ft. circular area. Hit () necrotic damage per turn (last 2 turns) Reaction Home Sweet Home. (1/day) As a reaction, to having her HP dropped to 50 or lower plus having 3 or more enemies within 60 ft., Baba Yaga's Creeping Cabin is automatically summoned and 'swallows' her whole for 5 rounds. While inside the Cabin, Baba Yaga is immune to all damage and crowd control effects, ignores all ongoing damage she could be possibly be taken beforehand. This unlocks her special Legendary Actions that can be used all rounds istead of turns. Legendary Actions Legendary Action. (1 action)(round) While inside her Cabin (see Home Sweet Home), Baba Yaga has access to her almost infinity cache of ingredients and can perform 1 Baba's Brew attack per round with any ingredient combination she wants. Chicken Legs! (2 actions)(round) While inside her Cabin (see Home Sweet Home), Baba Yaga can control it to move up to 50 ft., trampling all enemies on its way dealing 31 (2d20 + 10) to all targets on its wake. Who's the Chicken?! (2 actions)(round) While inside her Cabin (see Home Sweet Home), Baba Yaga can control it to jump in the air and stomp the floor forcing all targets within 120 ft. to succeed on a DEX save (DC 16) or be knocked prone.


Bacchus Large humanoid (giant), chaotic neutral Armor Class 18 Hit Points 495 (55d8 + 50) Speed 25 ft. STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 30 (+10) 12 (+1) 10 (+0) 18 (+4) Skills Athletics +14, Performance +10, Persuasion +10 Damage Resistances bludgeoning, piercing, slashing from non-magical weapons Damage Vulnerabilities acid Condition Immunities petrified, poisoned, stunned, unconscious, exhaustion Senses passive Perception 13 Languages Greek, Godspeak, all Jotun and Elvish dialects, Common Challenge Rating 20 Drunk-O-Meter. Bacchus is the god of Wine and his goddly powers and fueled by the holy drink of the gods. This ability has 3 levels that grants Bacchus bonuses accordingly to how many levels he currently has, excpet for level 1 that is his default level. At level 2, all damage he deals are increased by 5 plus all damage he recieves are decreased by 5 and at level 3, the bonus in his damage is increased to 10 while the his damage reduction is increased to 10, as well. After 3 turns with no action that could increase his Drunk-OMeter level, it's decreased by 1. Massive Body. Bacchus is ungoddly large and heavy, thus granting him immunity to be forcibly moved. Aditionally, if he moved at least 10 ft. he can push a target with him for the rest of his movement and, at the end of the movement, perform a Amphora of the Gods opportunity attack against the dragged target. Chug. Bacchus wields a large amphora as both weapon and pitcher that he can use to chug on his everlasting amount of win inside it. As an action, Bacchus can increase his Drunk-O-Meter level by 1 while drinking while healing 15 (2d4 + 10) HP and recharing all of his abilities, except Intoxicate. Belly Flop. (recharge 6) As an action, Bacchus graciously leaps into the air and descend onto the ground equally graciously dealing 18 (4d8) bludgeoning damage to all within 20 ft. around him while knocking all of them 10 ft. onto the air. Belch of the Gods. (recharge 6) As an action that lasts 3 rounds, Bacchus lets out a loud belch in a 20 ft. cone area in front of him dealing 21 (6d6) force damage per round while reducing his speed by 20 ft. for the duration of this ability. If Bacchus has his Drunk-OMeter ability on level 3, the targets hit by this abilitiy are stunned for a number of turns equal to how many instances of damage they were hit. Intoxicate. (1/day) As an action, Bacchus throws his ever-filled wine amphora into the ground, breaking it causing a 120 ft. explosion dealing 63 (25d4) bludgeoning damane to all targets and forcing them to succeed on a CON save (DC 18) or be considered 'Drunk' for 2 turns. Drunk targets have disavantge in all rolls and must succeed on a DEX save (DC 14) or fall prone into the ground for 4 turns. Actions Multiattack. Bacchus can perform 1 Amphora of the Gods or 1 Belly Slam attack. Amphora of the Gods. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 26 (4d8 + 8) bludgeoning --- if Bacchus has a level 3 on his DrunkO-Meter ability, he can perform a extra time this attack dealing damage to all targets within 10 ft. around him. Belly Slam. Melee Weapon Attack: + to hit, reach ft., one target. Hit (d + ) --- target hit by this attack must succeed on a STR check (DC 16) or be pushed 10 ft. away from Bacchus. Reaction Super Chill Drunken Resistance. (recharge 6) As a reaction to failing any saving throw, Bacchus can use his Chug abiltiy with the added effect that ables him to choose to succeed on it instead. Legendary Actions Bottoms up! Bacchus can perform an Amphora of the Gods attack against a target within range with advantage. Brynhildr's Opera. (3 actions) Bacchus can perform a smaller version (just 1 round) of Belch of the Gods to a target within melee range, dealing 11 (3d6) force damage to it and granting to the target disavantage on his next attack roll.


Bakasura Medium humanoid (fiend), chaotic evil Armor Class 17 Hit Points 411 (50d8 + 30) Speed 35 ft. STR DEX CON INT WIS CHA 16 (+4) 22 (+6) 18 (+4) 10 (+0) 16 (+3) 8 (-1) Skills Acrobatics +12, Perception +9 Condition Immunities blinded, stunned Senses darkvision 60 ft., sense of smell 600 ft., passive Perception 13 Languages Hindi, Godspeak, Undercommon, Infernal Challenge Rating 20 Insatiable Hunger. Bakasura is a profane being whose aim is to consume all that is alive around him which grants him a rage fueled on feeding himself with lesser beings. Everytime Bakasura kills a small or lesser creature, he gains +1 in attack and damage rolls for 24 hours, but if his kill is a medium or bigger creature, the bonus become +3. (max: 5 stacks) Ungoddly Sense of Smell. Bakasura has advantage on Perception (WIS) rolls that rely on sense of smell. If there is a target whose HP is not full (ignores temporary HP), Bakasura knows their location with pinpoint accuracy within a 600 ft. range. Take Down. As an action, Bakasura fills himself with allconsuming dark energy, then leaps into the air diving down dealing 14 (3d8 + 4) bludgeoning damage plus 21 (2d20 + 3) necrotic damage to all targets within 30 ft. where he lands (range 120 ft.). All targets hit by this ability are imbued with the all-consuming energy and take double damage from all sources for 2 rounds. Abyssal Devouring. As an action, Bakasura chooses a target with 60 HP or less at 15 ft. range, grapples them with dark tentacles from his chest mouth and force them to succeed on a STR check (DC 14) or become clenched between Bakasura's chest mouth, thus rendering them unable to move freely and take any action, except free actions. --- While Bakasura has the target in this position, it deals 10 (1d10 + 4) piercing damage plus 6 (1d10) necrotic damage per turn to them while healing him for the same amount. Target can make a STR save (DC 18) to pry out of his chest mouth, altough if Bakasura takes more than 50 damage in a single attack, the target is instantly freed. Butcher Blades. (rechar 4-6) As a bonus action, Bakasura empowers his Bone Claws and the teeth of his chest mouth with sparkling dark energy that grants him on his next 3 attacks bonus 11 (1d20) necrotic damage while ignoring all resistances from the targets hit. Regurgitate. (1/day) As a bonus action, Bakasura spews a tar looking substance from this chest mouth that spreads on a 60 ft. circular area that halves the move speed from all targets within. Aditionally, with this substance, 6 small humanoid creatures covered in this dark substance that lasts for 5 rounds and deal 7 (2d4 + 2) necrotic damage against up to one target each every round. Actions Multiattack. Bakasura can perform up to 2 Bone Claw attacks or one Abyss Bite Bone Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage plus 13 (1d12 + 6) slashing damage. Abyss Bite. Melee Spell Attack: +12 to hit, reach 15ft., one target. Hit 17 (5d4 + 4) piercing damage plus 22 (2d20) necrotic damage Reaction Bite the Hand that Feeds You. As a reaction to being targeted by a melee non-magical weapon attack, Bakasura can make a DEX roll (DC 16) trying to bite the weapon with his chest mouth disarming the attacker in the process. While he has a weapon is his mouth, he cannot use his Abyssal Devouring ability or his Abyss Bite. Shadow Eater. As a reaction to an enemy within 10ft. disengaging combat, fleeing or simply running away from Bakasura, he can move up to 15 ft. as a free action on all his fours or by tumbling. Legendary Actions Rapid Slash. Bakasura performs one Bone Claw attack against a target within melee range. Blood Smell. Bakasura performs a Perception (WIS) check based on smell within range. (see rules) Into my belly! Now! (3 actions) Bakasura performs 2 Bone Claw attack against the target that is currently being clenched on his mouth chest.


Baron Samedi Medium humanoid (revenant), true neutral Armor Class 16 Hit Points 380 (40d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 12 (+1) 16 (+3) 18 (+4) 28 (+9) Skills Insight +10, Medicine +10, Perception +10, Deception +15, Intimidation +15, Performance +15, Persuasion +15 Damage Resistances cold, necrotic, psychic Damage Vulnerabilities bludgeoning, radiant Senses passive Perception 13 Languages all Creole and French dialects, Godspeak, Undercommon, Abyssal Challenge Rating 20 Hysteria. Targets gains Hysteria stack everytime they are hit by Baron Samedi's Grinning Fetish Staff attacks whioch grants special effects to his abilities when they hit them based on how many stacks are consumed when they are hit by his abilities. (max stacks: 70) Baron's Brew. (10/day)(total charges: 30) As a bonus action, Baron Samedi can lob a limited edition homebrewed rum to an ally within 60 ft. that holds 3 charges. Allies that has one of his brew on their inventory can consume it as a bonus action and heal 14 (3d6 + 3) HP per consumed charge. Death's Rejoice. As an action, Baron Samedi can make a Performance check against a WIS save throw to all enemies within 120 ft. Enemies that fail this save throw gains 30 Hysteria check and have disavantage in INT, WIS and CHA rolls (including attacks and damages) for 2 turns. Vivid Gaze. As an action, Baron Samedi summons two skulls at his side that shoots a 30 ft. long line that pass through all targets dealing 18 (2d8 + 9) psychic damage each to all targets hit. Up to 3 targets within range may perform two DEX saves (DC 16) to avoid the damage from each line, on failed save they take full damage. Aditionally, targets with 30 or more stacks of Hysteria take double damage, calculated after damage is rolled, plus this ability can be delayed by Baron Samedi up to 3 rounds before being actuallt used. Consign Spirits. As an action, Baron Samedi commands all spirits, within a 30 ft. ciruclar area within 240 ft. where he can see, to go back to their conffins dealing 18 (2d8 + 9) necrotic damage plus 18 (2d8 + 9) psychic damage to all targets within the area while healing all up to 2 allies within 240 ft. (from the damaging area) by half of the amount of damage dealt. Wrap it Up! As a bonus action, Baron Samedi lets his pet snake against an enemy within 60 ft., halving their speed until the end of their next turn. Targets with 30 or more stacks of Hysteria are stunned at the end of their next turn while spreading the move speed halving effect to all enmies within 30 ft. by the same time they are stunned. Life of the Party. By spending all his turn, Baron Samedi summons and jumps at the top of his own personal coffin to make an undeniable invite to his party to all enemies within a 90ft. cone area in front of him. Enemies within area are pulled 20 ft. towards Baron Samedi's coffin per round while halving their speed for 5 rounds or until an enemy enter his melee range, thus stunning all targets within 20 ft. inside the cone area for 2 turns. Actions Multiattack. Baron Samedi can perform 6 Grinning Fetish Staff attacks against up 6 targets. Grinning Fetish Staff. Ranged Spell Attack: +9 to hit, reach 30ft., one target. Hit 6 (1d4 + 3) pyschic damage Reaction Thrills and Thrillers. As a reaction to being healed by his Consign Spirits ability, Baron Samedi can perform 2 Grining Fetish Staff attacks against one target within range. Legendary Actions Toasting Death!. Baron Samedi can use a charge of his Baron's Brew ability to heal himself with advantage.


Bastet Medium humanoid (tabaxi), chaotic good Armor Class 18 Hit Points 398 (40d8 + 30) Speed 35 ft., 30 ft. climb STR DEX CON INT WIS CHA 18 (+4) 24 (+7) 16 (+3) 14 (+2) 18 (+4) 14 (+2) Skills Acrobatics +13, Sleight of Hand +13, Stealth +13, Animal Handling +10, Perception +10, Survival +10 Condition Immunities charmed, grappled, restrained Senses darkvision 240 ft., passive Perception 13 Languages Egyptian, Godspeak, Telepathy (felines) Challenge Rating 20 Feline Nature. Basts has disavantage against being frightened and has disavantages in all rols while swimming, but has advantage in Stealth (DEX) and Acrobatics (DEX) rolls. Tracking Scent. All enemies hit by Bastet's attacks and abilities have their scent memorized by her granting Bastet truesight 360 ft. when performing a Perception (WIS) check looking for them. The memory of their scent is lost after 3 turns without hitting the target. Pounce. As an action that can be delayed up to 2 rounds, Bastet performs a 20 ft. tall pouncing attack that deals 18 (4d6 + 4) piercing damage to an enemy within 60 ft. that can roll a DEX save (DC 16) to take half damage, instead. For 3 rounds after the leap was performed, Bastet, as a bonus action, can repeat the leap to come back to her original position. Ensnaring Claw. (recharge 4-6) As an action, Bastet summons a ghost panther in a straight 40 ft. line against a target that can make a DEX save (DC 18) to dodge it if they haven't moved yet in this turn. The ghost panther then attacks the target dealing 13 (2d8 + 4) slasghing and 13 (2d8 + 4) piercing damage while reducing their speed to 0 until the beginning of the target's next turn in which they'll have their speed halved for 2 turns. Guardians of Bast. (1/day) As a bonus action, Bastet summons the spirit of two mighty panthers that hovers besides her and mimic all her abilities, doubling their range, the number of targets that can be aimed, doubling the damage done or tripling it if the three of them attacks the same target. They last for 2 turns. Actions Multiattack. Bastet can perform 3 Cat Talon's Whip attack against one creature or 1 Razor Whip attack. Cat Talon's Whip. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 14 (2d6 + 7) slashing damage. Razor Whip. Melee Spell Attack: +8 to hit, reach 15ft. cone area, all targets within. Hit 12 (3d4 + 4) slashing damage --- targets hit by this attack take 5 (1d8) bleeding damage for 4 turns or until CON save (DC 18) stops it. Reaction Cat Moves. As a reaction to hitting an enemy with her Pounce ability, she can perform a Cat Talon's Whip attack against a target within range. Zoomin'. If Bastet hit an enemy with her Ensnaring Claw ability, she can dash up to 20 ft. and perform a Cat Talon's Whip attack against the same target. Legendary Actions Nightwalker. (3 actions) Bastet can roll a Stealth (DEX) check with advantage. Soft Paws. Bastet dashs up to 20 ft. ignoring difficult terrain and not triggering any opportunity attack. Cat Jump. Bastet can perform a 20 ft. jump without having to move onto a place she can hold onto and, if possible, she can move up to 15 ft. climb.


x Bellona Medium humanoid (divine), lawful neutral Armor Class 18 Hit Points 490 (50d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 26 (+8) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 10 (+0) Skills Athletics +14, Acrobatics +11 Damage Vulnerabilities psychic Condition Immunities frightened, exhaustion Senses passive Perception 13 Languages Greek, Godspeak, Common Challenge Rating 20 Master of War. Upon hitting a target with basic attack, Bellona gains 1 damage reduction stack that lasts 2 turns and are refreshed on another hit. With 1 stack, she takes -1 in all non-magical attacks, at 2 stacks, the damage reduction goes to -3 and, at 3 stacks, she gains one damage resistance of the choice, except psychic. Shield Bash. As an action, Bellona dashes 10 ft. foward while summoning her broadsowrd and shield, on hit, Bellona deals 26 (4d8 + 8) bludgeoning damage to target and all targets behind them in a 20 ft. for half of the damage, stunning the first target until the beginning of their next turn. Adtiionally, Bellona can perform her Broad Sword attack and ignores all damage lesser than 15 points until she uses another ability. Bludgeon. As an action, Bellona summons her mighty Warhammer while spining, dealing 22 (3d8 + 8) bludgeoning damage to all targets within 10 ft. around her, then performing an overhead smash against a single target within 10 ft. that deals 27 (6d8 + 8) bludgeoning damage. Aditionally, Bellona can use her Warhammer attack gaining advantage the first she performs this attack after using this ability, but to use another attack, she must use the corresponding ability. Scourge. As an action, Bellona summons her Spiked Flail against a target within 15 ft. dealing piercing damage while disabling all of their abilities and attacks until the beginning of their next turn. Aditionally, Bellona can use her Spiked Flail attack and gains advantage against melee attacks until she uses another ability. Eagle's Rally. As an action, Bellona jumps in air summoning the Roman Flag in a pole and place it in a 10 ft. circular area within 240 ft. dealing 43 (3d20 + 8) piercing damage that cannot be lowered in any way while stunning all targets that are damaged until the end of their next turn. After the Roman Flag is planted, an 240 ft. circular area is created around it that lasts for 3 turns granting advantage in all rolls for Bellona's allies within it. Actions Multiattack. Bellona can perform 2 Broad Sword attacks or 1 Warhammer attack or 2 Spiked Falil attack. Broad Sword. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit (d + ) slashing damage. Warhammer. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit (d + ) bludgeoning damage. Spiked Falil. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit (d + ) piercing damage. Reaction Master at Arms. As a reaction to hitting a target with one of her attacks, Bellona can change her weapon of choice without the need of an ability, triggering any change it might trigger as if it was changed by the ability. (this can also be triggered by opportunity attacks or Legendary Actions) Legendary Actions Rally Here. (3 actions) Bellona shouts to her allies to come near her, granting extra 10ft. move speed and the ability to ignore difficult terrain if they move towards her for 2 turns. If she performs this while Eagle's Rally is active, the movement bonus becomes 25ft. Opportunist. Bellona performs an attack against a target within range with the weapon she's currently holding. Militar Maneuver. Bellona can move up to 15 ft. without triggering any oppotunity attack.


Cabrakan Large humanoid (earth genasi), chaotic neutral Armor Class 18 Hit Points 490 (55d10 + 50) Speed 25 ft. STR DEX CON INT WIS CHA 28 (+9) 8 (-1) 24 (+7) 10 (+0) 18 (+4) 12 (+1) Skills Athletics +15 Damage Resistances bludgeoning, lightning, slashing, and thunder Damage Vulnerabilities psychic Condition Immunities frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious, exhaustion Senses passive Perception 13 Languages Nab'ee Maya' Tzij, Godspeak, Primordial Challenge Rating 20 Destroyer of Mountains. Cabrakan has advantage in all Athletics rolls, Grapple actions and he is also immune to critical and move impeding effects. Aditionally, all attack rolls against him that scores less than 7 are considered to hit him even if it means he takes no damage. (see below) Shadow Zone. For all effects, Cabrakan is considered one size larger he actually is granting him a powerful presence on the battlefield that dampens all damage done to his allies within 30 ft. Allies within range take 2 less points of damage in all damage rolls and, if Refraction Shield is active, Cabrakan sheds a dark green and purple hue to his Shadow Zone dopubling the damage reduction effect. Refraction Shields. Passivelly, everytime Cabrakan is hit 5 or more times in a single turn by any ability or attack, he gains 1 AC until the end of his next turn. Aditionally, Cabrakan can slam both Stone Walls he wields as weapons creating a seismic 20 ft. cone area that deals 21 (6d4 + 9) force damage and stuns all targets hit until the beginning of their next turn, losing all passive benefits from this ability until it recharges again. Seismic Crush. (cooldown: 2 turns) As a bonus action, Cabrakan enrages himself doubling his move speed ignoring difficult terrain and granting his next Stone Wall attack a stun effect that stuns the target until the end of their next turn. Tremors. As an action, Cabrakan stands strong in his place, becoming immune to being forcibly moved while dealing 11 (1d4 + 9) damage per round to all targets within 120 ft. around him forcing them to succeed on a DEX save (DC 16) at the beginning of their turn or fall prone. The duration of this ability is undetermined and only ends if Cabrakan is hit by a hard crowd control, if he's killed or if he willingly halts it at the cost of an action. While he's performing this ability he cannot take any other action than sustaining it. Tectonic Shift. (1/day) As an action, Cabrakan slams his feet onto the ground, breaking the soil itself under his feet terraforming it into a 40 ft. tall walls of rock (AC: 18 / HP: 150) that lasts 5 turns while dealing 37 (5d10 + 9) force damage to all targets between them. The way the walls are disposed can be chosen by Cabrakan but must no longer than 100 ft. Actions Multiattack. Cabrakan can perform 2 Stone Wall attacks against up to 2 targets or 1 Stone Stomp. Stone Wall. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 19 (4d4 + 9) bludgeoning damage. Stone Stomp. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 18 (2d8 + 9) bludgeoning damage. --- all medium or small targets are pushed 30 ft. away from Cabrakan. Reaction Away With You! As a reaction to an enemy entering his melee range, Cabrakan can perform a Stone Stomp against the approaching target. Legendary Actions Stone Wall Sweep. (3 actions) Cabrakan sweeps a 20 ft. radius 180º arch area with one of his Stone Walls weapons. All targets in the area must succeed on a DEX save or fall prone and losing their next turn movement. Shake the Earth. (3 actions) If Cabrakan has been performing his Tremors ability for longer than 6 rounds, he can perform a stronger punch that is guaranteed to knock all targets within area to be knocked down, thus stopping the ability.


Camazotz Large humanoid (aberration), chaotic evil Armor Class 17 Hit Points 440 (45d10 + 30) Speed 35 ft., 20 ft. hover. STR DEX CON INT WIS CHA 18 (+4) 22 (+6) 16 (+3) 8 (-1) 22 (+6) 12 (+1) Skills Acrobatics +12, Stealth +12, Animal Handling +12, Perception +12 Damage Vulnerabilities piercing from magical weapons, thunder Condition Immunities blinded, grappled Senses blindsight 20 ft., dark vision 620 ft., passive Perception 13 Languages Nab'ee Maya' Tzij, Godspeak, Undercommon, Infernal, Hivemind (bats) Challenge Rating 20 Echolocation. Camazotz is a master of art of Echolocation and, as a bonus action inside closed spaces, can release up a screech that echoes everywhere within 120 ft. granting him truesight with the same range until the end of his next turn. On the other hand, Camazotz has very sensible hearing system to work with his Echolocation properly that are easily damage granting him disavantages against Thunder damage and effects that aim to deafen him which renders him unable to use his Echolation until he's healed. Vampirism. If Camazotz kills a target with a melee attack, he gains Vampirism for 5 turns that grants him self-healing from all melee attack equal to half of the damage dealt with them. Essence Drinker. As an action, Camazotz can target an enemy that has been damage in the last 2 turns and perform a Grapple action on them with advantage. On a success, Camazotz performs one Bite attack against the grappled target plus 9 (1d8 + 4) piercing damage that heals him every 2 rounds by the same amount of damage. If Camazotz takes 50 or more damage within a single turn or if, as an action on their turn, the target succeed on a STR save (DC 16), he's forced to relased the target thus stopping the healing. Vampire Bats. (recharge 5-6) As an action, Camazort telepathically commands a group of bats (AC: 14/ HP: 60 / speed: 120 ft. fly) to attack for 3 rounds an enemy within 120 ft. dealing 13 (5d4) piercing damage for each round, then returning to Camazotz healing him by the same amount of damage they dealt. Bat Out of Hell. (1/day) By spending his full turn, Camazotz launches himself in the air where he stands hovering for up 6 rounds becoming able to perform the Hellish Swoop legendary action. (see below) Actions Multiattack. Camazotz can perform 2 Claw attacks plus 1 Bite attack, or 1 Bite attack with its leap (see below) or 1 Screech attack. Claw. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 9 (1d8 + 4) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 14 (4d4 + 4) piercing damage. --- before performing this attack, Camazotz can perform a 15 ft. towards his target by usingh his movement, also granting him self-healking equal to half of the damage. Screech. Ranged Spell Attack: 12+ to hit, reach 30ft. cone, all targets within. Hit 18 (1d20 + 6) force damage. --- targets hit by this attack have their location known to Camazatoz for until the end of their turns. Reaction Reaction. As a reaction to hitting an enemy with the Hellish Swoop legendary action, Camazotz can perform 1 Bite attack with the self-healing property. Xibalba's Visage. As a reaction to being targeted by a psychic attack, Camazotz reflects the same damage dealt to him back to the attacker due to the fact his mind is infested with hellish thoughts, spite and demonic emotions. Legendary Actions Tactical Echolocation. Camaztoz refreshes or starts his Echolocation ability. Bat Call. Camazotz can call back his group of bats to heal himself earlier than the normal. Hellish Swoop. (3/day) While flying with the Bat Out of Hell ability, Camazotz can perform a 20 ft. long, 10 ft. wide swooping movement dealing 20 (4d6 + 6) necrotic damage to all targets within. Everytime a target is hit by this attack, their speed is drecreased by 10 ft.


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