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

WIP - Smite Gods - The Homebrewery

WIP - Smite Gods - The Homebrewery

Hel Medium humanoid (light elf/drow), true neutral Armor Class 16 Hit Points 369 (50d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 14 (+2) x (+x) x (+x) x (+x) Skills Arcana +x, Nature +x, Religion +x (see below) Damage Resistances necrotic (on Dark Stance), radiant (on Light Stance) Damage Vulnerabilities necrotic (on Light Stance), radiant (on Dark Stance) Condition Immunities charmed Senses darkvision 120 ft. (on Dark Stance), passive Perception 13 Languages Norse, Godspeak, Common, Celestial (on Light Stance), Infernal (on Dark Stance) Challenge Rating 20 Stance Attunement. After after switching stances (Dark <--> Light) and staying on them for 5 rounds, Hel gains its benefits. While attuned to Dark Stance, Hel has INT: 14 (+ 2) / WIS: 24 (+ 7)/ CHA: 26 (+ 8) plus one extra damage dice on all attacks and abilities. And while Hel is attuned to Light Stance, Hel has INT: 24 (+ 7)/ WIS: 28 (+ 9)/ CHA: 12 (+ 1) plus one extra dice on healing effects. Stance Attunement Benefits Dark Stance Light Stance INT: 14 (+ 2) INT: 24 (+ 7) WIS: 24 (+ 7) WIS: 28 (+ 9) CHA: 26 (+ 8) CHA: 12 (+ 1) +1 on damage dice +1 heal dice Adv. in Stealth (WIS) and Deception (CHA) rolls Adv. in Perception (DEX) and Medicine (WIS) rolls Disav. in Persuasion (CHA) rolls Disav. in Intimidation (CHA) rolls Switch Stances. (cooldown: 2 turns) Hel is the goddess of Underworld and governs both life and death. Her essence embraces both sides and, as a bonus action, Hel can switch from both stances even if under hard crowd control effects (such as silence and stun) becoming able to use specific abilities and attacks. (see below) Decay. (Dark Stance) As an action, Hel conjures forth a 2 ft. sphere of dark energy at extremely high speed that deals 19 (3d6 + 8) necrotic damage to the first target hit by it who also failed on a DEX save (DC 19) and 15 (1d12 + 8) force damage to all targets within 15 ft. from the main target. (see Stance Atrunement) Restoration. (Light Stance) As an action, Hel conjures a 2 ft. sphere of light energy at a relatively slow speed to a chosen target healing 16 (2d8 + 7) HP to them and to Hel herself. If it's an enemy target, it deals a flat 5 radiant damage. (see Stance Atrunement) Hinder. (Dark Stance) As a bonus action, Hel choses a 20 ft. circular area within 360 ft. that halves the speed of all targets within and taking away all resistences for 5 rounds. Cleanse. (Light Stance) As a bonus action, Hel choses a 20 ft. circular area within 360 ft. that cleanses all damage over times and crowd control while granting immunity to all crowd control to all targets within the area for 5 rounds. Repulse. (Dark Stance) As an action, Hel conjures a 30 ft. circular explosion around her dealing 28 (4d8 + 8) necrotic damage plus 11 (1d20) bludgeoning damage all targets within. (see Stance Atrunement) Inspire. (Light Stance) As an action, Hel conjures a 30 ft. circular explosion around her instantly healing herself by (1d12 + 7) and applying the same amount of healing to all allies within through 5 rounds (divide equally, always rounding up). Aditionally, Hel gains 15 ft. extra movement speed until the end of her next turn after using this ability. (see Stance Atrunement) Actions Multiattack. Hela can perform 2 Dark Orb attacks (on Dark Stance) or 2 Light Orb attacks (on Light Stance) Dark Orb. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit 13 (1d8 + 8) necrotic damage. --- targets hit by this attack have all healing applied to them halved until the end of their turn. Light Orb. Ranged Spell Attack: +13 to hit, reach 40/60ft., one target. Hit 12 (2d4 + 7) radiant damage. --- targets hit by this attack shed dim light within 20 ft. and have disavantage in Stealth (DEX) rolls. Reaction Doubled Mind. As a reaction to being damaged by psychic damage, Hel can choose to perform a Switc Stances ability (respecting its cooldown) and fully ignoring this damage. Legendary Actions Which Side are you On?. (3 actions) Hel performs a short lived peculiar ranged spell attack that uses both of her stances at the same type dealing 7 (1d4 + 4) force damage to an enemy target in her line of sight within 10 ft. If she aims this attack on an allied targets, they are healed by the same amount.


Hera Medium humanoid (divine), chaotic neutral Armor Class 15 Hit Points 310 (40d8 + 30) Speed 20 ft. STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 12 (+1) 22 (+6) 26 (+8) 30 (+10) Skills Deception +26, Intimidation +26, Performance +16, Persuasion +26 Damage Resistances psychic Damage Vulnerabilities bludgeoning, piercing, slashing from magical weapons wielded by characters with psychic immunity or resistance Condition Immunities charmed, frightened, petrified, poisoned, stunned, unconscious Senses passive Perception 13 Languages All Languages, Godspeak, Telepathy (Argus) Challenge Rating 20 Commanding Presence. Argus, Hera's indomitable agent of her will, is healed by 16 (1d10 + 10) HP everytime Hera hits a target with her Olympian Scepter (ranged) or 15 (4d4 + 10) if her Olympian Scepter (melee) attacks hits. Aditionally, Argus gain advantage for 2 turns against all targets hit by Hera's Olympian Scepter. If Hera gets disarmed, she loses all accumulated cooldown reduction and, if Argus (WIS: 16) is active, control over who must succeed on a WIS save (DC 18) or enter a frenzied mode, fleeing towards wherever the scepter is and waiting for Hera's next command. Royal Assault. (cooldown: 3 turns) As an action, Hera releases a powerful flash in a 90°, 10 ft. cone area in front of her dealing 16 (4d4 + 6) radiant damage to all targets within while also summonning two portals in at the furtherest edges of a 20 ft. by 10 ft. area within 120 ft. where she can see. In the chosen area with the portals, Argus delivers a punch from each one with his mighty fists dealing 23 (2d12 + 10) bludgeoning damage that ignores all resistances. All targets within must succeed on a STR or DEX save (whichever is higher) of be knocked down. Polymorph. (cooldown: 3 turns) As an action, Hera gradually gathers energy with her hands and, at the end of the next round, she fires a magical projectile in a 15 ft. wide, 60 ft. long line in front of her that forces all targets within to succeed on a DEX or CON save (whicher is higher) ot be transformed into a wild animal until the beginning of their next turn. Divine Shroud. (recharge 6)(cooldown: 2 turns) As a bonus action, Hera surrounds her with divive power gaining a temporary shield with 60 HP until the end of her next turn and extra 10 ft. move speed until the shield lasts. Aditionally, if Argus is active when Hera uses this ability, he deals 8 (1d4 + 5) lighting damage each round to all targets within 20 ft. from him for the duration of the shield. Argus, the Defender. (1/day) As an action, Hera chooses a 20 ft. circular area where a overhead portal is opened and Argus is them summoned through dealing 20 (3d12) bludgeoning damage to all targets within that fail on a DEX or STR save (whichever is higher)(DC 16). Argus always attacks after Hera's turn performing his multiattack. (see below) Argus Stats AC: 18 / HP: 350 Speed: 35 ft. STR: 30 (+10) INT: 5 (-3) DEX: 12 (+1) WIS: 16 (+3) CON: 22 (+6) CHA: 1 (-5) Argus's multiattack consists in 2 attacks: one straight punch (+12 to hit / 1d8 + 10 blud.) and one overhead fist slam (+ 16 to hit / 3d4 + 10 blud.). If the second attack hits, Argus can invoke, at the end of the next round, a 10 ft. wide, 20 ft. long ground shockwave that deals 14 (3d6 + 3) force damage to all targets within that fail on a DEX save (DC 12). Actions Multiattack. Hera can perform 3 Olympian Scepter (ranged) or 1 Olympian Scepter (melee) --- see Commanding Presence. Olympian Scepter. (ranged) Spell Ranged Attack: +12 to hit, reach 30ft., one target. Hit 13 (1d12 + 6) radiant damage. Olympian Scepter. (melee) Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 3 (1d6 - 1) bludgeoning damage. Reaction Protect the Queen. As a reaction to being hit by an damaging attack, Hera can give Argus a command forcing him to move up his move speed in her direction and perform his multiattack against the attacker, if possible. Legendary Actions Argus to the Rescue!. Hera commands Argus to move or attack within range.


Hercules Medium humanoid (demigod), lawful neutral Armor Class 17 Hit Points 480 (50d8 + 50) Speed 25 ft. STR DEX CON INT WIS CHA 28 (+9) 18 (+4) 22 (+6) 10 (+0) 12 (+1) 8 (-1) Skills Athletics +24, Acrobatics +10 Damage Resistances bludgeoning and piercing from non-magical weapons Damage Vulnerabilities psychic Condition Immunities frightened, grappled Senses passive Perception 13 Languages Greek, Godspeak, Common Challenge Rating 20 Strength from Pain. Everytime Hercules is damaged directly by an attack or ability (except damage over time), he gains up to 3 advantage stacks that can consumed in his War Maul attacks. Aditionally, Hercules might is so incredible he is considered on size larger when it comes physical prowesses. Driving Strike. (cooldown: 2 turns) As an action, Hercules dashes 15 ft. forward taking all targets within with him dealing 14 (1d8 + 9) bludgeoning damage and, if his dash ends adjacent to a wall or huge construct, all targets dragged with him must succeed on a CON save (DC 18) or be stunned until the end of their next turn, plus taking extra 16 (1d12 + 9) bludgeoning damage. Earthbreaker. (recharge 3-6) As an action, Hercules hits the ground with his War Maul creating a small earthquake within a 10 ft. wide, 20 ft. longe area in front of him dealing 20 (3d6 + 9) force damage to all targets within. If a target within the area is 15 ft. or 20 ft. away from Hercules, they are knocked up and brought on his melee range. Mitigate Wounds. (recharge 6)(cooldown: 3 turns) As a bonus action, Hercules is taken by the adrenaline of the battle, gaining resistance to all non-magical damage until the end of his next turn. Aditionally, he heals 20 (3d8 + 6) HP at the end of this ability. Excavate. (1/day) As an action, Hercules pulls from the earth itself a 30 ft. boulder and throws it in a location he can see within 60 ft. Targets in the area where he threw it who fails a on DEX save (DC 13) takes 26 (4d12) bludgeoning damage that ignores resistance and the boulder keeps on rolling dealing 15 (2d6 + 8) bludgeoning damage to all targets in its way. If the boulder hits a wall or a huge construct, it changes the direction by 90° and keep on rolling, but the max lenght of its path cannot surpass 60 ft. Actions Multiattack. Hercules can perform 2 War Maul attacks. War Maul. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 18 (2d8 + 9) bludgeoning damage. --- on a critical failure, Hercules is disarmed and his weapon throw 16 (2d10 + 5) ft. away from him. Reaction Lion's Bane Presence. If Hercules is targeted by a melee attack and it misses him, the attacker must succeed on a WIS save (DC 13) or be frightened by him. Legendary Actions Vanguard. Hercules moves up to 15 ft. on a small leap and performs a War Maul attack with advantage. If Hercules doesn't move, the attack loses its advantage. Swipe Attack. (3 actions) Hercules performs a 180° swing in front of him with his War Maul, pushing all targets within 10 ft. that fails on a DEX save (DC 15) back and dealing 9 (1d8 + 4) bludgeoning damage to them.


Horus Medium humanoid (aracroka), lawful good Armor Class 17 Hit Points 485 (50d8 + 50) Speed 30 ft., 20 ft. fly STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 18 (+4) 16 (+3) 24 (+7) 14 (+2) Skills Athletics +12, Acrobatics +11, Insight +15, Perception +20 Damage Resistances fire, radiant Damage Vulnerabilities bludgeoning from magical weapons, necrotic Senses passive Perception 13 Languages Egyptian, Godspeak, Avian Challenge Rating 20 Resolute. Everytime Horus is directly damaged by an ability or attack, he gains a stack of Resolute (max: 10) that lasts for 2 turns and is refreshed when damaged again, restaring the duration. Each stack grants him a damage reduction of 1 and, at 10 stacks, immunity to move impeding effects. When this ability reaches its full duration, all stacks of Resolute are automatically consumed healing Horus by 7 (1d4 + 4) per stacks and then this ability cannot gain any stacks for 5 turns. Updraft. (cooldown: 2 turns) As an action, Horus creates an updraft by flaping his wings knocking enemies up for 2 rounds and empowering his next Wing attack dealing extra 8 (2d4 + 3) force damage on hit. (see Legendary Actions) Fracture. (recharge 5-6) As an action, Horus dashes 15 ft. foward stopping at the first enemy hit decrasing his AC by 1 until the end of his next turn and performing a 180°, 20 ft. long cleaving attack with his Holy Glaive that deals 21 (6d4 + 6) slashing damage to all targets within. If the dash does not hit any enemy, the cleaving attack does not occur. Protector's Surge. As a bonus action, Horus flies 60 ft. in a straight line to a targeted ally within 120 ft., healing them and all other allied targets within 15 ft. from them by 13 (1d10 + 7) HP. Aditionally, the main targets gains magical resistance until the end of their next turn. To The Skies!. (1/day) By spending his action and bonus action, Horus creates a 60 ft. holy area around him that targets all allies within and makes a luminious copy of himself that flies over 30 ft. high scouting all the area with truesight 240 ft. At the end of the next round, Horus can use his Holy Air Strike and Holy Avengers Legendary Actions. While channeling his luminious copy, Horus can only perform his Holy Air Strike and Holy Avengers Legendary Actions. Actions Multiattack. Horus can perform 2 Holy Glaive attacks plus 1 Wing attack or 2 Wing attacks. Holy Glaive. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 14 (3d4 + 6) slashing damage. Wing. Ranged Weapon Attack: +13 to hit, reach 15ft., one target. Hit 12 (1d8 + 7) force damage. Reaction True Heir's Light. As a reaction to being flanked and hit by 5 or more attacks in one single turn, Horus automatically sheds a powerful flash of light that forces all targets within 60 ft. from him to succeed on a CON save (DC 18) or be blinded until the end of their next turn. Legendary Actions Seraph Attack. (3 actions) Horus performs a Wing attack against a target within range. If the chosen target is mid-air by being knocked up by Horus's Updraft ability, this attack have advantge in attack and damage rolls. Holy Air Strike. (1/day)(1 action) While his luminious copy is scouting the area, Horus can choose an target within 120 ft. from the copy to deliver a strike from the skies that deals 29 (4d10 + 7) radiant damage to them and all enemy targets within 60 ft. from the chosen target. Holy Avengers. (1/day)(2 actions) Horus can choose to take with him all allies that were inside the 60 ft. holy area he created with his To The Skies! ability with him after his lumninious copy delivers the strike from the skies.


Hou Yi Medium humanoid (fire genasi), lawful neutral Armor Class 16 Hit Points 480 (50d8 + 30) Speed 35 ft. STR DEX CON INT WIS CHA 16 (+3) 26 (+8) 12 (+1) 22 (+6) 18 (+4) 8 (-1) Skills Acrobatics +22, Arcana +12, History +12, Nature +12, Perception +14, Survival +10 Damage Resistances fire, radiant Condition Immunities blinded, exhaustion Senses passive Perception 13 Languages Chinese, Godspeak, Primordial Challenge Rating 20 Suntouched. All Hou Yi's Solar Bow attacks crits when their scores are nat 18 or higher. Aditionally, after scoring a critical hit, all critical hits rolled against him are ignored and turned into normal hits until the beginning of his next turn. Ricochet. (recharge 4-6)(cooldown: 3 turns) As a bonus action, Hou Yi empowers his next Solar Bow attack with a special solar beam arrow that ricochets on miss and deals 22 (3d6 + 4) fire damage on hit (see rules), instead of the normal weapon damage. If the first Ricochet empowered Solar Bow attack misses the target, Hou Yi rolls it again with a -4 penalty while also being able to choose another target within 120/240 ft. range. On hit, this ricocheted solar arrow deals 2 extra damage dices (5d6 + 4). If the first ricocheted solar arrow also misses, Hou Yi can reroll it a second time with a -12 penalty on attack roll while also being able to choose another target within 240/360 ft. On hit, this twice ricocheted solar arrow is considered a critical and deals 3x damage to the target. Mark of the Golden Crow. (cooldown: 2 turns) As a bonus action, Hou Yi choses a target within 60 ft. that he can see and brands with a firey magical symbol granting truesight to Hou Yi against them for 2 turns. Aditionally, marked enemies take 1 extra damage dice from all abilities and attacks from Hou Yi and, if a ricocheted solar arrow hits a marked target, it stuns them until the end of their next turn. (max marked targets: 1) Divebomb. (cooldown: 3 turns) As a bonus action, Hou Yi uses his magical bow to lift himself from the ground for up 3 rounds and is able to use his Fiery Dive Legendary Action. Targets marked by Hou Yi are knocked down on hit of this Legendary Action. Sunbreaker. (1/day) As an action, Hou Yi fires 9 arrows with his Solar Bow to the skies summoning 9 fireballs from the skies within a 90 ft. circular area he can see. For nine rounds, all targets within the are must succeed on a DEX save (DC 17) or take 17 (2d12 + 4) fire damage that ignores resistance and have the move speed halved while within the area. Actions Multiattack. Hu Yi can perform 2 Solar Bow attacks or 1 Ricochet empowered Solar Bow attack. Solar Bow. Ranged Weapon Attack: + 14 to hit, reach 60/120ft., one target. Hit 17 (2d8 + 8) piercing damage. Reaction Golden Crow Flight. As a reaction to being hit by an attack, Hou Yi can perform a Mark of the Golden Crow ability against the attacker. Legendary Actions Fiery Dive. (3 actions) While levitating with this magical bow, Hou Yi can choose a 10 ft. circular area within 60 ft. from him to dive, dealing 17 (2d12 + 4) fire damage plus 14 (1d20 + 3) bludgeoning damage to all targets in the chosen area that fail on a DEX save (DC 16).


Hun Batz Medium humanoid (varana), chaotic neutral Armor Class Hit Points (50d8 + ) Speed 25 30 35 40 ft. STR DEX CON INT WIS CHA 18 (+4) 26 (+8) 12 (+1) 10 (+0) 14 (+2) 22 (+6) Skills Athletics +10, Acrobatics +22, Intimidation +18 Damage Vulnerabilities thunder Condition Immunities frightened, grappled Senses passive Perception 13 Languages Nabʼee Mayaʼ Tzij, Godspeak, Primordial Challenge Rating 20 Infused Strikes. After using an ability, Hun Batz's next weapon attack will be considered magical ignoring magical and bludgeoning resistance while dealing 1 extra damage dice on hit. Aditionally, targets hit by his Howler Monkey Staff while it's magically empowered by this passive ability have disavantage in WIS save throws for 2 turns. Somersault. (cooldown: 2 turns) As an action, Hun Batz performs a spining foward leap to a place within 30 ft. hitting all targets within 10 ft. where he lands dealing 18 (3d8 + 4) force damage to them. Aditionally, enemies hit by this ability who fails on a STR save (DC 18) have their speed halved until the end of their next turn. Overhand Smash. As an action, Hun Batz jumps in the air and then delivers a powerful ground hit with his Howler Monkey Staff creating a 90°, 20 ft. long cone area in front of him that deals 17 (2d12 + 4) force damage to all targets within that fail a DEX save (DC 15). Sacred Monkey. (recharge 6) As a bonus action, Hun Batz commands a sacred monkey to pounce on a target within 20 ft dealing 12 (4d4 + 2) magical slashing or piercing damage to them. At the end of the 3 next rounds, the sacred monkey pounces again to another target within 20 ft. from the original target dealing damage again each round to a different target. Aditionally, as a free action while the sacred monkey is pouncing, Hun Batz can use his Monkey Business Legendary Action. Fear No Evil. (1/day) As a bonus action, Hun Batz summons a 20 ft. totem on an unoccupied space adjacent to him creating a 60 ft. area around it that forces all enemy targets within to succeed on a WIS save (DC 19) or be frightened for 2 turns. Enemies frightened by the totem run away from it and Hun Batz himself through the safest route they are able to run. Actions Multiattack. Hun Batz can perform 2 Howler Monkey Staff Howler Monkey Staff. Melee Weapon Attack: +14 to hit, reach ft., one target. Hit 13 (1d8 + 8) bludgeoning damage. Reaction Ape Agility. As a reaction to being flanked by enemies, Hun Batz can perform a leap action to a place he can see within 20 ft. If this leap ends adjacent to an enemy target, Hun Batz performs a Howler Monkey Staff against the adjacent target. Legendary Actions Monkey Business. (3 actions) While his sacred monkey is pouncing on enemies, Hun Batz can teleport to an enemy that was either hit by it in the last rounds or is going to be hit in the next round. Howling Presence. (3 actions) Hun Batz performs a Intimiation (CHA) check against the WIS save throw of a target that can hear him within 60 ft.


Isis Medium humanoid (aasimar), lawful good Armor Class 16 Hit Points 365 (50d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 12 (+1) 28 (+9) 22 (+6) 26 (+8) Skills Arcana +24, Nature +15, Religion +15, Animal Handling +12, Insight +18, Medicine +18, Perception +12, Survival +12, Deception +14, Performance +14, Persuasion +22 Damage Resistances force, radiant Condition Immunities blinded, charmed Senses passive Perception 13 Languages Egyptian, Godspeak, Celestial Challenge Rating 20 Funeral Rites. Everytime any target she can see within 120 ft. has their HP dropped to 0, Isis gains one lesser roll requirement in her Recharges. Ex: If an ability reads "Recharge 6", after the first target in range reaching 0 HP, it becomes "Recharge 5-6" and so on. This bonus is lost after a short rest. Wing Gust. (recharge 6) As an action, Isis gains 40 ft. fly move speed and her Gust Maneuver Legendary Action until the end of her next turn. While this is active, Isis shoots 4 5ft. spherical projectiles in front of her (DEX DC 18) through 4 rounds. Each projectile deals 10 (1d6 + 6) radiant damage. Spirit Ball. (recharge 6) As an action, Isis shoots a slow traveling, 15 ft. wide spherical projectile in a straight line that moves 5 ft. per round, up to 20 ft. For every 5 ft. traveled, it deals 1d4 radiant damage to the first target it touches and for every 10 ft. traveled it stuns the target for 1 full turn. Dispel Magic. (3/day) As an action, Isis conjures a dispeling effect on a 20 ft. circular area within 120 ft. where she can see. This forces all the spellcasters and/or wearers who currently have any spell or magical effects/itens within the chose area must succeed on a INT save throw (DC 19) or have their effect nullified for 2 turns. Aditionally, all allies within 60 ft. of Isis gains a 1d12 temporary HP per each enemy caught witin the Dispel area while granting the said enemies disavantage against spells and magic damage. Circle of Protection (1/day) As a bonus action, Isis throws her staff into the ground creating a 60 ft. circular area within 120 ft. where she can see. This area lasts for 4 turns or until she chooses to cease it and while active it stores all damage dealt to targets inside it into a pool that is used to deal damage to enemies within it and heal allies within it by half of it, rounded up. Aditionally, all allies within it takes one less damage dice from all sources (min: 1). Actions Multiattack. Isis can perform 2 Solar Wing attacks and, after the second one, 1 Solar Path attack. Solar Wing Bolts. Ranged Spell Attack: +7 to hit, reach 20ft., one target. Hit 9 (1d4 + 6) radiant damage. Solar Path. Ranged Spell Attack: +14 to hit, reach 10 ft. wide, 20ft. long area, every first target in line within area. Hit 11 (2d4 + 6) radiant damage. Reaction Goddess of Magic. As a reaction to being targeted by a spell or magical weapon attack, Isis can choose to gain advantage against it. Legendary Actions Gust Maneuver. After using her Wing Gust, Isis can move up to her move unused speed. Spirit Explosion. (2 actions) Isis triggers her Spirit Ball to explode where it stands, dealing 13 (1d6 + 6) bludgeoning damage plus 11 (1d20) radiant damage to all targets within 15 ft. from it.


Izanami Medium humanoid (fiend), chaotic neutral Armor Class 16 Hit Points 450 (50d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 8 (-1) 12 (+1) 18 (+4) 22 (+6) Skills Acrobatics +10, Sleight of Hand +10, Stealth +10, Deception +12, Intimidation +12 Damage Resistances fire, necrotic Damage Vulnerabilities bludgeoning from magical weapons Senses darkvision 120 ft., blindsight 20 ft., passive Perception 13 Languages Chinese, Godspeak, Infernal Challenge Rating 20 Death Draws Nigh. While Izanami's in under 300 HP, she gains +2 in all her damage rolls and if her HP drops even further to 150 HP, she also gains advantage in all her Bone Kama attacks. Sickle Storm. (recharge 4-6) As a bonus action, Izanami imbues her Bone Kamas with her powers, gaining an extra Bone Sickle attack per turn and dealing extra 5 (2d4) necrotic damage on hit for 2 turns. While this is active, her Bone Kama attacks do not boomerang back to her. Spectral Projection. (recharge 5-6) As an action, Izanami sends a demonic visage of herself in a 30 ft. line that hits all targets in line that fail a DEX save (DC 15) halving their move speed while dealing 13 (1d12 + 6) pshychic damage. Fade Away. As a bonus action, Izanami chooses an unocuppied space within 30 ft. and telports to it by phasing through the ground. When she reaches the chosen location, she becomes invisible and gains extra 10 ft. move speed and advantage in Stealth (DEX) rolls until the end of her turn or until she performs any other action than move Dark Portal. (1/day) As a bonus action, Izanami conjures a 20 ft. dark portal to the nether realms within 120 ft. Enemies in the area must succeed on a DEX save (DC 18) or be silenced for 2 turns and taking 23 (3d10 + 6) necrotic damage that ignores resistances and immunities. Aditionally, any summoned target that is hit by this ability is automatically send back to their original realm. Actions Multiattack. Izanami can perform 2 Bone Kama attacks that boomerang back to her, dealing extra damage. Bone Kama. Ranged Weapon Attack: +14 to hit, reach 30ft., all targets in line. Hit 8 (1d6 + 4) slashing damage. --- if the target hasn't moved since their turn, they also must succeed on a DEX save (DC 11) or take 1d6 slashing damage, as the Bone Kama is boomerang'ed back to Izanami. Reaction Bloodthirster. As a reaction to being hit by a melee attack, Izanami can perform a Bone Kama attack against the attacker with disavantage. The damage dealt this way heals Izanami by the same amount. Legendary Actions Matron of the Dead. Izanami can force any undead targets that can either see or hear her to succeed on a WIS save (DC 22) or become frightened by her until the beginning of their next turn.


Janus Medium humanoid (warforged), lawful neutral Armor Class 16 Hit Points 400 (50d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 16 (+3) 22 (+6) 10 (+0) 8 (-1) Skills Arcana +18 Damage Resistances cold, force Damage Vulnerabilities fire, lightning Condition Immunities charmed, deafened Senses passive Perception 13 Languages Roman, Godspeak, Common Challenge Rating 20 Passages. Everytime Janus passes through one of his own portals, he gains one extra damage dice in his next attack. Portal. As an action, Janus can creates a number of different types of portal passages wide and tall enough for one medium target to pass through it, on a plain surface. Portal last until used by one creature or for 2 turns. (max portals: 3) --- Horizontal Portal: After Janus summoning the portal entry, its correspondent exit is automatically summoned in the other side of the structure, regardless of the distance but respecting the plain surface requirement. --- Vertical Portal: Janus summons a portal entry on the ground and another right above it at a 60 ft. height. Any target who steps in the ground portal is automatically teleported to the portal exit, falling on the ground and taking damage (see fly/hove movement) 13 (1d12 + 6) damage accordingly to the type of ground beneath. Unstable Vortex. (recharge 5-6) By intentionally corrupting the process of summoning portals, Janus creates an unstable flow of energy in front of him in a 10 ft. by 30 ft. area in front of him. Target within take 11 (1d20) force damage and must succeed on a DEX save (DC 17) or take extra 13 (2d6 + 6) force damage. Threshold. (recharge 3-6) As an action, Janus condenses the accelaration process of a portal in a 1 ft. by 20 ft. line within 60 ft. Whenever Janus or his allies steps on the line, they gain extra 15 ft. move speed until the end of their next turn while enemies have their move speed halved until the beginning of their next turn. Through Space and Time. (1/day) By spending his full turn, Janus charges a powerful beam that create portals entries and exists in a 500 ft. line dealing 34 (5d10 + 6) force damage to all targets in range that fail on a DEX save (DC 18). This projectile phases through objects, structures and targets, creating Horizontal Portal on its wake. Portal created by this ability last for 3 turns and do not vanish after the first use. Actions Multiattack. Janus can perform 2 Portal Orbs attacks. Portal Orb. Ranged Spell Attack: +12 to hit, reach 20ft., one target. Hit 10 (1d6 + 6) force damage. Reaction Unbound. As a reaction to being grappled by an enemy, Janus can choose to discharge a powerful area attack around him, dealing 11 (1d20) force damage to all targets within 10 ft. from him and knocking down the grappler. Legendary Actions Key Master. (3 actions) Janus chooses a target he can see within 20 ft. and unlocks all non-magical devices and itens, halting any spell or magical effect until the beginning of their next turn while lowering the target's AC by 1 for the same duration. Watch Your Step. (3 actions) Janus performs a Portal ability.


Jing Wei Medium humanoid, lawful neutral Armor Class 16 Hit Points 325 (50d8 + 30) Speed 35 ft. STR DEX CON INT WIS CHA 8 (-1) 22 (+6) 12 (+1) 10 (+0) 16 (+3) 14 (+2) Skills Acrobatics +18 Damage Resistances poison, psychic, radiant Condition Immunities blinded, deafened Senses passive Perception 13 Languages Chinese , Godspeak, Celestial Challenge Rating 20 Rapid Reincarnation. At the beginning of every combat, Jing Wei can choose to take flight, gaining 90 ft. flying speed tgat must be spent as the first thing she does in her first turn. After moving, she lands on an unucopied space. Persistent Gust. (recharge 4-6) As a bonus action, Jing Wei summons a 30 ft. whirlwind within 120 ft. that lasts 2 turns. Any target that begins their turn within this whirlwind will be considered to be mid-air for one second and can perform any action the DM sees fit while airborne. Targets that move through this whirlwind will also be considered airborne but for a shorter period of time and will be moved 10 ft. in the same direction they entered it. Explosive Bolts. (recharge 6) As a bonus action, Jing Wei can enhance her Sky Bow attacks gaining better crit chance (18-20), +3 in attack rolls and dealing on hit extra 10 (2d6+3) force damage to the target and all targets within 20 ft from it. Agility. (recharge 5-6) As a movement action, Jing Wei dashes 20 ft. in a straight line, gaining one extra damage dice in all her attacks and 10 ft. as extra movement until the end of her next turn. She can use this ability while grappled, knocked down or knocked prone and if she's airborne while doing so, the dash range becomes 40 ft (see Persistent Gust). Air Strike. (1/day) As an action, Jing Wei takes flight and delivers 3 succesvive attacks in 3 30 ft. by 10 ft. area in front of her dealing 20 (4d6+6) force damage to all targets within that failed on a DEX save (DC 17). After dealing the three stances of damage, Jing Wei is considered airborne until the end of her next turn and can choose anywhere to land within 120 ft. where she can see. Actions Multiattack. Jing Wei can perform 2 Sky Bow attacks. Sky Bow. Ranged Weapon Attack: +12 to hit, reach 30/60ft., one target. Hit 15 (2d8 + 6) piercing damage damage. Reaction Wave Dash. As a reaction to being knocked down or knocked prone, Jing Wei can perform an Agility ability without gaining its bonuses, but be back on her feet. Legendary Actions Nightbane. If Jing Wei is stealthed, she can perform a Sky Bow attack against a target within range with advantge without breaking stealth. Wind Wave. Jing Wei can force all targets within 5 ft. to succeed on a DEX save (DC 15) or be knocked down by a wind gust casted by flapping her wings.


Jormungandr Large monstrosity, chaotic evil Armor Class 18 Hit Points 495 (50d10 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 20 (+5) 10 (+0) 12 (+1) 14 (+2) Skills Athletics +13, Intimidation +10 Damage Resistances acid, force, necrotic Damage Vulnerabilities lightning, psychic, radiant Condition Immunities paralyzed, petrified Senses darkvision 360 ft., passive Perception 13 Languages Norse, Godspeak, Primordial Challenge Rating 20 Immovable. Jormungandr is so large, only a part of his body can be seen sprouting from the ground through a magical portal, thus granting him immunity against being forcibly moved, instead he loses 5 ft. movement speed everytime an ability that forces him to move hit him. On the other hand, Jormungandr attacks and abilities do not trigger any other effect besides those described in their descriptions. Venomous Haze. (recahrge 5-6) As a bonus action, Jormungandr fires a noxious spit at a 20 ft. circular area that deals 14 (2d6+5) damage that is considered to be both acid and poison and creates a large toxic cloud that deals 7 (1d4+5) damage that is also considered to be both acid and poison to any target that enters it or begins their turn inside of it while also halving their movement speed while within it. The toxic cloud lasts 2 turns and Jormungandr can have up to 9 toxic clouds at the same time. Consuming Bellow. (recharge 6) As an action, draws power from toxic clouds (see Venomous Haze) and at the end of his turn he roars dealing 14 (1d12+7) force damage to all targets within 10 ft., make them tremble in fear and halving their speed them while they run up to half of their movement speed away from Jormungandr. Targets that are deafened are imune to this damage. Actions Multiattack. Jormungabdr can perform up to 6 Noxious Breath attack. If he perform 4 or more attacks in one turn, he must wait 2 turns in order to use this attack again. Noxious Breath. Ranged Spell Attack: +5 to hit, reach 30ft. by 10ft., all targets within. Hit 8 (1d4 + 5) damage that is also considered to be both acid and poison Reaction Crushing Body. As a reaction to being attacked, Jormungandr can push the attacker 5ft. back by using his massive serpentine body as a battering ram. Legendary Actions Gargantuan Step. Jormungandr moves up to 20 ft.


. Medium humanoid (), Armor Class Hit Points (50d8 + ) Speed 25 30 35 40 ft. STR DEX CON INT WIS CHA () () () () () () Skills Athletics +, Acrobatics +, Sleight of Hand +, Stealth +, Arcana +, History +, Investigation +, Nature +, Religion +, Animal Handling +, Insight +, Medicine +, Perception +, Survival +, Deception +, Intimidation +, Performance +, Persuasion + Damage Resistances acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder Damage Vulnerabilities acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder Condition Immunities blinded, charmed, deafened, frightened, grappled, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious, exhaustion Senses passive Perception 13 Languages , Godspeak, Challenge Rating 20 Actions Multiattack. can perform Attack. Melee Weapon Attack: + to hit, reach ft., one target. Hit (d + ) damage. Reaction Reaction. Legendary Actions Legendary Action.


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