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

WIP - Smite Gods - The Homebrewery

WIP - Smite Gods - The Homebrewery

Cerberus Large monstrosity (draconic dog), neutral evil Armor Class 18 Hit Points 490 (50d10 + 50) Speed 35 ft. STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 26 (+8) 8 (-1) 18 (+4) 12 (+1) Skills Athletics +11, Animal Handling +10, Perception +10, Survival +10 Damage Resistances acid, necrotic, poison Damage Vulnerabilities lightning, radiant Condition Immunities blinded, charmed, deafened, frightened, grappled Senses Darkvision 260 ft., passive Perception 13 Languages can't speak, but understands Greek, Godspeak, Primordial, Undercommon and Infernal Challenge Rating 20 Spirit of Death. Whenever an enemy within 40 ft. get any sort of healing that is not self-targeted, Cerberus steals half of the total healing to him, rounded up. Four-Headed Body. Cerberus in all of his unholy glorious monstrous body has 3 Wolf heads at the front and a giatn 30 ft. long Snake where the tail would usually be. Therefore, 4 succesful blind and/or deafen attempets are needed to fully blind and/or deafen him. Also, Cerberus has double advantage (rolls 4 times, get the highest number) on Perception (WIS) rolls. Paralyzing Spit. (recharge 5-6) As an action, Cerberus uses his Snake Tail to spew a powerful venom that deals 14 (4d6) poison damage to an enemy within 80 ft. If Cerberus performed a Warden's Bite attack in 2 turns or less, this attack stuns the target until the end of their next turn. Soul Expulsion. As a movement action, Cerberus can leap up to 70 ft. dealing 25 (5d6 + 7) bludgeoning damage on a 30 ft. area leaving a profane mark in the ground that rips a part of the soul of each target hit by this ability. The ripped souls (HP: 80 /AC: none) walk towards Cerberus until the end of his next turn and he alone can do damage to them that, once destroyed, deals 21 (3d10 + 4) psychic to their respective former hosts. Stygian Torment. (1/day) By spending his full turn, Cerberus wails loudly for 1 second calling forth all the damned souls he consumed in the Underworld to the world of the living creating a 240 ft. circular area around him where the souls shackle all targets within. One rounde after this ability is cast, Cerberus pulls all shackled targets towards a anywhere within 120 ft. he can see, dealing 32 (5d10 + 4) bludgeoning damage plus 51 (1d100) necrotic damage to them. Actions Multiattack. Cerberus can perform 3 Warden's Bite against up to 3 targets 2 Warden's Claw attack against one target or 1 Putrid Breath attack. Warden's Bite. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit 17 (4d4 + 7) piercing damage damage --- Cerberus can choose to perform each attack separetly between 3 consecutive rounds. Warden's Claw. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 13 (1d10 + 7) slashing damage damage. Putrid Breath. Ranged Spell Attack: +10 to hit, reach 60ft long by 20 ft, wide line., all targets within range. Hit 21 (2d20 + 4) poison damage --- this attack can be extender to 2 extra rounds after his turn at the cost of Cerberus movement and bonus action. Reaction Hellwatch. As a reaction to being targeted by a ranged attack, Ceberus can move up to 10 ft. gaining 1 AC until the beginning of his next turn. Legendary Actions Underworld Aggresion. Ceberus performs 1 Warden's Bit or 1 Warden's Bite against a target within range. Brimstone Purge. (3 actions)(3/day) Used to the putrified lands of the underworld, Cerberus learned how to purge all sorts of harmful effects he might has in his body by cleansing it with raw fire power thus stoping any ongoing damage, harmful statuses and diseases from this body.


Cernunnos Medium humanoid (faun), chaotic good Armor Class 16 Hit Points 360 (39d8 + 60) Speed 35 ft., 35 ft. climb, 35 ft. swim STR DEX CON INT WIS CHA 18 (+4) 26 (+8) 22 (+6) 14 (+2) 24 (+7) 14 (+2) Skills Athletics +10, Acrobatics +14, Sleight of Hand +14, Stealth +14, Nature +8, Animal Handling +13, Medicine +13, Perception +13, Survival +13 Damage Resistances (based on his Shifter of Seasons ability - SEE TABLE BELOW) Damage Vulnerabilities (based on his Shifter of Seasons ability - SEE TABLE BELOW) Condition Immunities poisoned Senses darkvision 60ft., passive Perception 13 Languages Gaelic, Godspeak, all Elvish dialects, Telepathy (all animals) Challenge Rating 20 Heavy Glaive. Cernunnos wields a Heavy Glaive as his weapon that always comes back to his hand after he throws it by magical means are not affected by magical denial effects. Aditionally, everytime he performs a Heavy Glaive (thrown) attack, he also deals 10 damage that cannot be ignored or reduced in any way to all targets within 5 ft. Horn Charge. (recharge 3-6) As an movement action, Cernnunos dashes 70 ft. ignoring difficult terrain and dealing 18 (4d6 + 4) piercing damage to all targets he passes adjacently or directly pushing the medium or small targets 5ft. back from the impact point area. Shifter of Seasons. As a bonus action, Cernunnos can use the power entrusted on him to change nature to the best of its form to empower his Heavy Glaive (thrown) attacks and changing his resistances and weakness by cicling between (in this order, then back to the beginning): Spring Growt, Summer Heat, Autumn Decay and Winter Chill. Bramble Blast. As an action, Cernunnos shoots in 80 ft. line special projectile that explodes at max range or when in contact with a solid object or an enemy dealing 14 (1d12 + 7) piercing damage to the target aand then spawning a 20 ft. area (around the impact point) brambles that are considered difficult terrain that deals 5 (2d4) piercing damage every 1 ft. any target passes within it. The brambles lasts until the end of Cernunnos next turn. The Wild Hunt. (1/day) As an action, Cernunnos invoke the Wild Hunt in a 60 ft. circular area he can see, transforming all targets into Wild Boars (AC: 12 / HP: 52 / speed: 20 ft.) until the end of Cernunnos next turn. Actions Multiattack. Cernunnos can perform 3 Heavy Glaive (thrown) attacks against up to 3 targets within ranged. Heavy Glaive (thrown). Ranged Weapon Attack (see rules): +14 to hit, reach 60/90ft., one target. Hit 18 (3d4 + 8) slashing damage. Reaction Untamed Horns. As a reaction to an enemy approaching him at melee range, Cernunnos can perform a horn attack against the approaching target dealing 11 (2d6 + 4) piercing damage and pushing them 10 ft. away from himself. Legendary Actions Master Glaive Thrower. Cernunnos performs 1 Heavy Glaive (thrown) attack with advantage. Animal Magnetism. (2 actions) Cernunnos can perform a Animal Handling (WIS) check against the target's WIS save against a Wild Boar to force them to come in his direction instead of running away. Shifter of Seasons Table Season Effect Resistance Weakness ↓ Spring Growth Self-heal damage dealt Psychic Fire ↓ Summer Heat +1 extra damage dice Fire Necrotic ↓ Autumn Decay -1 AC for 1 turn Necrotic Cold ⟲ Winter Chill -10 ft. move for 1 turn Cold Psychic


Chaac Medium humanoid (water genasi), lawful good Armor Class 17 Hit Points 456 (51d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 24 (+7) 12 (+1) 18 (+4) 12 (+1) Skills Athletics +14, Acrobatics +8, Nature +10, Medicine +10, Perception +10 Damage Resistances cold, lightning, thunder Condition Immunities deafened, frightened Senses darkvision 120 ft., passive Perception 13 Languages Nab'ee Maya' Tzij, Godspeak, Primordial, Common Challenge Rating 20 Overflow. All Chaac's attacks are considered magical and ignore magical resistance, plus every 5 hits of Thunder Blade attacks grants a charge of Overflow granting him psychic resistance and making his armor sparks with raw power dealing 3 (1d4) lightining damage per turn to all target within 5 ft. of him until this stack is consumed instead of a ability use, except for Storm Call. Thunder Strike. (3/day) As an action, Chaac hurl his giant waraxe Thunder Blade where he can see within 80 ft., dealing 22 (4d6 + 8) slashing damage plus 15 (1d20 + 4) lighting damage to all targets within 20 ft. around the area where it hit. After this ability is executed, Chaac's waraxe magically returns to his hand after one round but leaves a ghostly copy of itself where it hits that lasts for 4 turns or until this ability is used again. (max of ghostly copy: 1) Torrent. (3/day) As a bonus action, Chaac spins his waraxe around him dealing slashing damage to all targets within 10 ft. from him. If this ability is executed while the ghostly copy of his waraxe from Thunder Strike is still active, Chaac goes into a straight line towards it, passing through targets and objects, dealing 15 (2d10 + 4) psychic plus 15 (2d6 + 8) slashing damage to all targets within range across the distance until he reaches the ghostly copy where he stands, at the end of this ability. Rain Dance. (3/day) As a free action, Chaac summons a 30 ft. circular area around him that is considered to be difficult terrain where rain pours down mercilessly healing him by 14 (4d8 + 4) at the end of his turn for 3 turns while halving the speed of all target within. Aditionally, if this ability was used while Thunder Blade's ghostly copy is active, another 30 ft. circular area is summoned around it until either this ability or the ghostly copy ends or if Thunder Strike is summoned again. This ability has a cooldown of 3 turns after it ends. Storm Call. (1/day) By spending his full turn, Chaac charges his Thunder Blade waraxe with eletricity while moving up to 15 ft. than unleashes a powerful 60 ft. explosion while striking the ground with his charged waraxe dealing 45 (6d10 + 12) lighting damage to all targets within. Aditionally, targets hit by this ability cannot use abilities until the end of their next turn and must succeed on a DEX save (DC 18) or be knocked down. Actions Multiattack. Chaac can perform 1 Thunder Blade attack with advantage and if it hits the target, he can perform another Thunder Blade attack against the same target. Thunder Blade. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 28 (3d12 + 8) slashing damage. Reaction Aftershock. If Overflow is active and he is targeted by a melee attack, Chaac automatically deals 14 (4d4 + 4) lighting damage to the attacker who must succeed on STR save against a DC equal to the damage or be disarmed. Legendary Actions Lighting Push. (3 actions) Chaac performs a Torrent teleport to his Thunder Blade ghostly copy withou dealing damage. Lighting Strike. Chaac performs a single Thunder Blade attack with advantage against a target within range.


Chang'e Medium humanoid (moon elf), lawful good Armor Class 15 Hit Points 372 (40d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (+0) 18 (+4) 22 (+6) 26 (+8) Skills Acrobatics +9, Arcana +10, Deception +14, Performance +14, Persuasion +14 Damage Resistances fire, force, radiant Damage Vulnerabilities psychic, thunder Condition Immunities blinded, charmed Senses passive Perception 13 Languages Chinese, Godspeak, Celestial, Hivemind (Jade Rabbit) 600 ft. Challenge Rating 20 Jade Rabbit. Chang'e's faithful companion, a magical rabbit with psychic bounds with her, can be used both in and out of the battlefield at will to perform simple tasks such as fetch small itens up to 5 lbs at a speed of 50 ft., scout the area and/or increase her line of sight to up 360º. Due to its pure nature, it cannot be harmed or targeted by any damaging spell in any way. Moonlit Waltz. As an action, Chang'e perfroms an evasive flowing dance that grants her immunity to being targeted by any spell, attack or ability until the end of her next turn while moving 20 ft. from where she casted this ability where then she make a Performance roll against the WIS save of all targets that can see her within 120 ft. This dance is followed by angelic sounds and fiends, demons and evil targets take psychic damage if fail on the WIS save against her Performance roll take 22 (3d8 + 8) psychic damage while other targets only gain disavantage in their next attack roll. Moonflower Dance. (Cooldown: 3 turns) As an action, Chang'e spins around creating a 40 ft. circular area around her that heals her allies and damage her enemies by 26 (5d6 + 8) while halving all healing done to her enemies for 2 turns. All enemies that can see her within 120 ft. must succeed on a WIS save against Chang'e Performance roll or have their speed turned to 0 until the beginning of their next turn. Waxing Moon. By spending her full turn, Chang'e performs the ultimate Moon Dance creating a powerful wave of radiant energy that goes in 20 ft. wide, 80 ft. long line in front of her. Targets within the area are stunned until the end of their next turn plus one extra turn for each other turn hit by this ability (max: 3 turns) while taking 33 (10d4+8) radiant damage. Actions Multiattack. Chang'e can perform 2 Moon Gleam attack against up to 2 targets or 1 Crescent Moon Dance. Moon Gleam. Ranged Spell Attack: +9 to hit, reach 60ft., one target. Hit 10 (1d12 + 3) radiant damage. --- Targets hit by this attack cannot look away from Chang'e thus gaining disavantage in WIS saves for 2 turns. Crescent Moon Dance. Ranged Spell Attack: +10 to hit, reach 20ft. cone, all targets within. Hit 12 (1d6 + 8) radiant damage plus 12 (1d6 + 8) slashing damage) --- targets hit by this attack performs a DEX save (DC 16) to take half damage. Reaction Chang'e of Plans. If Chang'e move action triggers an opportunity attack, she can perform a Moonlit Waltz ability with advantange in her Performance roll. My Hips Don't Lie. As a reaction to being targeted by a stealth attack while her Jade Rabbit is within 60 ft., Chang'e ignores the attack and can choose to perform a Crescent Moon Dance, if possible, and move up to 10 ft. away from the attacker. Legendary Actions Jade, Go! Chang'e controls her Jade Rabbit to moves up to 60 ft. Rabbit's Instincts. Chang'e's Jade Rabbit shed a pulse of dim white light in a 120 ft. circular area around him forcing all stealthed enemies to re-roll their Stealth skills, but now with disavantage. Targets reavealed by this cannot perform the Hid action again for 2 turns. Enchanted Grace. (3 actions) Chang'e moves up to her move speed towards a target that must succeed on a WIS save against her Performance skill. On a fail, the targets move speed becomes 0 until the end of their next turn.


Chernobog Medium humanoid (ruby drake), Neutral Evil Armor Class 16 Hit Points 350 (40d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 28 (+9) 22 (+6) 10 (+0) 10 (+0) 16 (+3) Skills Acrobatics +15, Stealth +15, Intimidation+9 Damage Resistances fire, cold, necrotic Senses darkvision 600 ft., blindsight 60 ft., passive Perception 13 Languages All Slavic Dialects, Godspeak, Infernal Challenge Rating 20 Heart of Cold. All attacks and abilities of Chernobog impale their targets with small sharp crystal that lasts for 2 turns and refreshes on hitting the target again. After being hit by 3 abilities or attacks within the duration, the target and all other targets within 30 ft. of it take 20 (3d8 + 6) bludgeoning damage, exploding and consuming the crystalized shards. Cyrstalized Curses. As an action, Chernobog conjures a 20 ft. crystal in an unnocpied area he can see within 240 ft. that halves the speed of all targets within 40 ft. from it and explodes within 6 rounds, or until hi by a Vicious Barrage ability, turning the speed of all targets within 40 ft. from the conjured crystal 0 until the end of their next turn and applying Hear of Cold stacks. Vicious Barrage. (recharge 3-6) As a bonus action, Chernobog shoots an enlarged crystal from his hands against a target within 40 ft. (DEX save to avoid it - DC 18) dealing 19 (2d12 + 6) fire damage to the target and 10 (1d6 + 6) necrotic damage to all targets in within 10 ft. of the way to the target, exploding any Crystalized Cruses crystal and applying Heart of Cold stacks. Into Darkness. (cooldown 3 turns) As a movement action, Chernobog dashes in a 15 ft. straight line dealing 10 (1d6 + 6) necrotic damage to all targets within 10 ft. from his line of movement. If the dash hits any large or larger object, Chernobog becomes a shadow in it, becoming immune to damage and cannot being targeted by attacks, for 6 rounds or until he chooses to dash again for the same distance dealing the damage again. Living Nightmare. (1/day) As an action, Chernobog goes up to 60 ft. in the air and summons copies of himself in all darknened and dim-lighted areas within 600 ft. These copies have truesight 60 ft. and track enemies instanlty even out of the darkened/dim-lighted areas and ables Chernobog to change position with them that, by doing so, grant him 2 extra Devils Price attacks per turn, extra 20 ft. move speed plus the ability to ignore all damage lesser than 20 for 2 turns. Actions Multiattack. Chernobog can perform up to 2 Devil's Price attacks. Devil's Price. Ranged Weapon Attack: +15 to hit, reach ft., one target. Hit 17 (1d20 + 6) necrotic damage. Reaction Crystal Raging Healing. (1/day) As a reaction to having 0 ability charges on an ability and less than 60 HP, Chernobog performs a 60 ft. cursed explosion around him that deals psychic damage to all targets within while healing him for the double of the amount of damage dealt. Aditionally, he regains all ability charges, except this one. Legendary Actions Devil's Toll. Chernobog performs a Devils Price attack with advantage against a target within range. Fear of the Night. (3 actions) Chernong performs an Intimidation (CHA) roll against a target within 60 ft. that can see him against the target's WIS save. Cunning Vicious Barrage. (3 actions) Chernobog perfroms a Vicious Barrage. Recharge applies.


Chiron Large monstrosity (centaur), lawful good Armor Class 14 Hit Points 420 (50d8 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 24 (+7) 20 (+5) 18 (+4) 22 (+6) 8 (-1) Skills Athletics +, Acrobatics +, History +, Investigation +, Nature +, Medicine +, Perception +, Survival + Damage Resistances poison, psychic Condition Immunities grappled, prone, restrained Senses passive Perception 13 Languages Greek, Godspeak, Common Challenge Rating 20 Herbal Medicine. Chiron has 3 stacks of Herbal Medine that are held within his magical pouch that are spent everytime he uses an ability, healing him and one of his allies with the lowest HP within 60 ft by 16 (3d6 + 4). All charges are reagined after a short rest and, while in combat, he regenerated 1 charge every 5 turns. Masterful Shot. All enemies hit by Chiron's abilities and bow attacks gain a Marked Target status that lowers their AC by 1 that can also be consumed by Masterful Shot ability to deal 11 (2d6 + 4) piercing damage to them through spectral arrows that tracks them, phase through objects and ignores resistances. Training Exercise. As an action, Chiron warns all his allies within 60 ft. to exit the area granting them extra 5ft. move speed until the end of their next turn so they can escape the 20 ft. explosion that he conjures within 120 ft. that damages all enemies inside by 24 (3d12 + 4) bludgeoning damage. Giddyup! (cooldown: 3 turns) As a movement action, Chiron gains extra 20 ft. move speed until the beginng of his next turn and the he dashes up him move speed knocking all targets in hiw way to the side dealing 18 (4d6 + 4) bludgeoning damage. While moving this way, he can performs 2 extra Mender's Bow attack. Centaurus. (1/day) As an action, Chiron becomes one with the cosmos turnining into a spectral form that allows him to ignore diffult terrain, but halving his move speed for 3 turns. In this form, Chiron can only perform a 10 ft. wide, 60 ft. long attack at will 3 times through the rounds with his bow that deals 26 (3d12 + 6) radiant damage to all targets within range. Actions Multiattack. Chiron can perform up to 3 Mender's Bow attack against up to 3 targets or 1 Back Kick attack against one target. Mender's Bow. Ranged Weapon Attack: +11 to hit, reach 150/300ft., one target. Hit 12 (1d8 + 7) piercing damage. Back Kick. Melee Attack: +10 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) bludgeoning damage. Reaction One on One. As a reaction to being flanked from behind or hit by a stealth attack, Chiron perform a Back Kick attack with advantage against the falnking target. Sagittarius. (1/day) If Chiro's HP is dropped to 0 while he's in his Centaurus form, he ignores the death effect while the ability is active then ragains 15d8 HP after the ability has ended. 3 for 3. (1/day) In his Centaurus form, if Chiron hits 3 targets with one of his attacks, he can perform another one of those attacks within the duration of this ability. Legendary Actions Gallop. (3 actions) Chiron moves up to 20 ft. to a place he can see. Rushed Shot. (3 actions) Chiron performs a Masterful Shot ability with disavantage in the damage roll. Watch and Learn. (3 actions) Chiron performs a Menders Bow attack against a target he can see within range granting advantage in the next attack and damage roll for all allies within 30 ft. of him


Chronos Medium humanoid (deva), lawful neutral Armor Class 17 Hit Points 400 (45d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 8 (-1) 12 (+1) 28 (+9) 26 (+8) 18 (+4) Skills Arcana +15, History +15, Insight +14, Perception +14 Condition Immunities frightened, grappled, poisoned, stunned, unconscious, exhaustion Senses timesense 6000 ft., passive Perception 13 Languages Greek, Godspeak, Telepathy (120 ft.), Common, Celestial Challenge Rating 20 Timesense. Chronos is the master of time and has physical omniscience about all living beings that age through time within 120 ft. Aditionally, he can perform Insight (WIS) roll on a target to know exactly when they were born, their age, the exact moment an important events happened in this lives and gain a slightly vague idea of when they will die. Time Lord. By gaining knowledge and mastery over time, Chronos is granted +1 in attack and damage rolls every 5 turns after the combat starts. Aditionally, Chronos is immune to spells that affects his physical form and cannot be stunned. Accelarate. Chronos inner clock works at a different pace than other living beings, granting him bonus accordinlgy. Chronos 's inner clock begins in its first section then ticks at the beginning of every turn granting him bonus when he uses this ability plus extra 10 ft. move speed. Section Effect ↓ Section I Self-heals 4d8 ↓ Section II Gains an extra action ↓ Section III +1 damage dice for 1 turn ⟲ Section IV Advantage in attacks Stop Time. As an action, Chronus summons a 20ft. wide, 60 ft. long time surge in front of him that initially halves the move speed of all targets within. At the end of their next turn, their speed becomes 0 for 1 turn and they must succeed on a WIS or CON save (DC 16) or be stunned instead for the same duration. Rewind. By spending his full turn, Chronos calls forth a time changing effect that takes him and him alone back in time. After 3 rounds while he's on a magical sphere, he is then transported back to where he was 3 turns ago, with the HP he had by then, regaining any Legendary Action he spent this turn. Actions Multiattack. Chronos can perform 3 Ticking Clock attacks against up 3 targets, losing -3 in each subsequent attack against the same target. Ticking Clock. Ranged Weapon Attack: +5 to hit, reach 120ft., one target. Hit 7 (1d12) psychic damage. --- targets hit by this attack are taken 1 second back in time repeating their movement inversely. This (re)triggers effects, damages, status and everything as if the target was moving willingly. Time Rift. Ranged Spell Attack: +15 to hit, reach 30ft. ciruclar area within 120ft., all0 targets within area. Hit 14 (3d8) psychic damage. --- targets hit by this attack have their speed turned to 0 until the beginning of their next turn. Reaction Time Dilation. As a reaction to an enemy approaching him, Chronos can force the target to spend the double amount of move speed the target would need to reach him. The Hands of Time. If an enemy or ally within 10 ft. is hit by any effect (stun, heal, damage over time, etc.), Chronos can force that effect to repeat itself. Legendary Actions Around the Clock. Chronos move up to 20 ft. and ticks his clock one by 1 sections. (see Accelerate) Even Stars Burn. (3 actions) By accelarating the aging process of all targets within 120 ft., Chronos deals 27 (4d8 + 9) necrotic damage to them. Eternity. (3 actions) By aggresively warping space and time, Chronos put a target in a time loop that makes the target think he's performing an action normally while they are stunned. At the end of the targets next turn, he becomes aware of this effect and any effect, regaining any stack, charge or usage they mightve spent this turn.


Cthulhu Large humanoid (eldritch), chaotic evil Armor Class 19 Hit Points 461 (50d8 + 50) Speed 25 ft., 15 ft. hover STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 18 (+4) 14 (+2) 18 (+4) 24 (+7) Skills Athletics +14, Intimidation +13 Damage Resistances acid, cold, necrotic, psychic Damage Vulnerabilities fire, lightning, radiant, slashing from magical weapons Condition Immunities blinded, charmed, frightened Senses darkvision 900 ft., passive Perception 13 Languages Cthuvian, Godspeak, Primordial, Abyssal, Aquan Challenge Rating 20 Prey on Fear. By breaking down the mental fortirude of his enemies, Cthulhu applies stacks of Torment with his abilities and his Claw of the Deep attack (see rules). At 4 stacks of Torment, targets are affected by Insanity for 2 turns thus granting Cthulhu an extra damage dice per each afflicted target within 120 ft. Sanity Break. As an action, Cthulhu creates a 20 ft. cone in front of him that damages all targets within by 25 (4d8 + 7) psychic damage adding 1 stack of Torment to them or 2 stacks if they were looking at him when hit. If a target is being afflicted by Insanity when hit by this ability, they are filled with fear and are forced to move away from Cthulhu until the end of their turn in the safest route possible. Enemies hit by this ability cannot add their stat mod to their damage rolls against Cthulhu for 2 turns. The Mire. As an action, Cthulhu channels a 30 ft. area within 480 ft. where he can see for up 3 turns that is considered difficult terrain and halving the speed of all targets within for the duration of this chaneled ability. At the beginning of his next turn after he started chanelling this ability, the area increases to 60 ft. and deals 22 (3d12 + 2) acid damage to all targets within the area. Aditionally, he can extend the channeling of this ability for one aditional turn, increasing the area to 120 ft. and dealing an extra 23 (6d6 + 2) acid damage at the beginning of his current turn. Each damage instance of this ability that hits the targets applies Torment stacks. Rushing Terror. By spending his action and his movement speed, Cthulhu unfurls his wings and dashes 40 ft. in a straight line stoping at the first target dealing 20 (1d20 + 8) bludgeoning damage to them and stuning them until the beginning of their next turn. Aditionally, while hes in mid-flight, 2 corruptiuon spheres follow him by his side and an aditional 20 ft. after he lands, dealing 19 (6d4 + 4) necrotic damage to all targets hit by it and applying one stack of Torment Descend into Madness. (1/day) As an action, Cthulhu shows his true gargantuan-sized form while plunging the mortal realm into R'lyeh, gaining 120 temporary HP, becoming immune to movement impeding status and access to his Legendary Actions for 10 rounds or until he uses 3 times his Legendary Actions. Aditioanlly, all enemies within 60 ft. of Cthulhu gain 1 Torment stack at the beginning of his turn for the duration of this ability and cannot add their stat mod to their damage rolls against Cthulhu for the duration of this ability. Actions Multiattack. Cthulhu can perform up to 3 Claw of the Deep attack. Claw of the Deep. Melee Weapon Attack: + to hit, reach 10ft., one target. Hit 12 (1d6 + 8) bludgeoning damage. --- if the second attack hits, the third one applies a stack of Torment on hit. Legendary Actions (Descend into Madness) Sever. While on his true form, Cthulhu swipes the ground with his claws dealing 34 (8d6 + 8) necrotic damage to all targets within a 30 ft wide, 60 ft. long area within 60 ft.. Targets within can perform a DEX save (DC 16) to take half damage. Devastate. While on his true form, Cthulhu summons in a 30 ft. circular area a powerful blast of psychic damage dealing 19 (3d6 + 7) and knocking all enemies hit down 10 ft. away of the center of the blast. Transfuse. (3 actions) While on his true form, Cthulhu transfuses 60 HP from his temporary HP to a 120 ft. circular area within 600 ft. he can see granting an extra action to all allies within and healing them by 24 (3d10 + 7) HP. If he has less than 60 HP on his temporary HP, he consumes his own HP pool, instead accordingly.


Cu Chulainn Medium humanoid (half elf), neutral good Armor Class 16 Hit Points 364 (40d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 14 (+2) 10 (+0) 12 (+1) 12 (+1) Skills Athletics +11, Acrobatics +11 Damage Resistances fire Senses passive Perception 13 Languages Gaelic, Godspeak, all Elvish dialects, Common Challenge Rating 20 Berserk. Cu Chulainn, fueled by grief, was betwoed the divine rage of beasts that can transform him into a mighty giant after reaching a certain threshold. Beginning at 0 stacks of Rage at the beginning of a combat, Cu Chulainn gains 1 stack by hitting targets with his Divine Spear or when being hit by attacks and abilities. After 4 rounds with 85 or more stacks of Rage, Cu Chulainn transforms into a large humanoid beast gaining access to his Legendary Actions, double stat mod bonus on skills (Athl.: +16 / Acrb.: +16) and 70 temporary HP for 3 turns. Barbed Spear. As an action, Cu Chulainn throws a spectral copy of his spear forward in a 10 ft. wide, 25 ft. long area dealing 13 (3d8) radiant damage to all targets within area, stunning small and lesser creatures until the beginning of their next turn. This ability grant Cu Chulainn 5 stacks of Rage per each target hit. Vent Anger. As a bonus action, Cu Chulainn gains 10 ft. move speed and transforms his rage into heat waves consuming 10 stacks of Rage per round and dealing 10 (3d4 + 2) per round. In his Berserk form, this ability is constant for the duration of the Berserk. Salmon's Leap. As a bonus action, Cu Chulainn vaults using his spear to a targeted location within 60 ft. slaming his Divine Spear dealing damage to all targets 20 ft. around the impact area. Every target hit by this ability grants Cu Chullain 5 stacks of Rage. Spear of Mortal Pain. (1/day) As an action, Cu Chullain inbues his Divine Spear with holy anger and spins it in a 20 ft. area around him dealing 25 (3d12 + 5) radiant damage to all targets within and gaining 10 stacks of Rage per enemy hit. Actions Multiattack. Cu Chulainn can perform 4 Divine Spear attack or, in his Berserk form, 3 Berserk Punch. Divive Spear. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 10 (2d4 + 5) piercing or slashing damage. Berserk Punch. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 16 (1d20 + 5) bludgeoning damage. Reaction Setanta - Before the Rage. While out of his Berserk form, as a reaction to being afflicted by any status that hinders him mentally, Cu Chulainn can choose to remember his peaceful and candid days before being granted the Berserker power and ignore the status. This reaction consumes 20 stacks of Rage. Bruiser. While in his Berserk form, As a reaction to hitting an enemy with a damaging ability, Cu Chulainn can choose to use his brute force instead of the stat modifier increasing the damage by one dice, but losing the stat modifier on the damage roll. Legendary Actions (Berserk) Ground Slam. In his Berserk form, Cu Chulainn hits the ground with his massive arms creating a 20 ft. circular area around the impact point that turns the speed of all targets within to 0 until the beginning of their next turn and also dealing 18 (2d12 + 5) bludgeoning damage to all targets within range. Furious Charge. In his Berserk form, Cu Chulainn dashes 20 ft. forward in a straight line taking all targets with him and pushing them 10 ft. further at the end of the charge while deling 20 (6d4 + 5) bludgeoning damage to all of them. War Cry. (3 actions)(1/day) In his Berserk form, Cu Chulainn give a terrifying yell that forces all targets within 30 ft. around him to succeed on a WIS save (DC 17) or be forced to move away from Cu Chulainn for 2 turns in the safest route possible. On a succesful save, the fear last until the end of the targetss next turn.


Cupid Small humanoid (aasimar), chaotic neutral Armor Class 14 Hit Points 445 (50d8 + 30) Speed 35 ft. hover STR DEX CON INT WIS CHA 8 (-1) 24 (+7) 14 (+2) 22 (+6) 18 (+4) 26 (+8) Skills Acrobatics +13, Persuasion +14 Damage Resistances bludgeoning, piercing, slashing from non-magical weapons Condition Immunities charmed, prone Senses passive Perception 13 Languages Greek, Godspeak, Common, Angelic Challenge Rating 20 Lovestruck. Enemies hit by Cupid's attacks and abilities and infatuated by love and gain disavantage in WIS and CHA rolls, saves and skill until the beginning of their next turn plus taking 1 extra weapon damage until the beginning of their next turn (refreshes on hit). Aditionally, everytime he hits enemies with his attacks, Cupid gains a stack of Lovestrcuk that, once he reaches 8 of them, are consumed when using Heart Bomb and Fields of Love. (see rules) Heart Bomb. As a bonus action, Cupid imbues his next attack with an overwhelming feeling of love and awe. Any target hit by it has their speed movement halved until the end of their next turn in which they and all target within 20 ft. take 15 (2d6+8) bludgeoning damage. If Cupid has 8 stacks of Lovestruck, they are consumed and besides the last damage instance, all targets hit by the explosion are stunned until the end of their next turn. Share the Love. As an action, Cupid summons 3 5ft. heart-shaped floating orbs in places within 360 ft. he can see that cannot be further than 20 ft. from each other (triangle shape) and heals allies targets by 14 (1d10+8) who began their turn on the same space the orb was summoned. Flutter. (cooldown: 3 turns) As an movement action, Cupid dashes 30 ft. in a straight line leaving behind an equally long, 15 ft. wide trail of flowing energies that grants 10 ft. extra movement to allies who start their turn inside it. Alternativelly, this action can be used as a reaction, thus not being able to re-cast again on the same turn. Field of Love. (1/day) As an action, Cupid summons an idyllic field full of roses and pleasante atmosphere that lasts for 6 rounds or until the beginning of his next turn when it explodes dealing 25 (3d10 + 8) psychic damage to all targets within and stunning them until the end of their next turn. Targets inside this field have disavantage in all rolls and cannot attack Cupid for the its duration. Actions Multiattack. Cupid can perform 3 Love's Reach attacks. Love's Reach. Ranged Weapon Attack: +13 to hit, reach 60/120ft., one target. Hit 11 (1d6 + 7) piercing damage. --- targets with psychic damage immunity do not contribute to Cupid's Lovestruck passive ability. Reaction Not Meant for You!. As a reaction to being damaged, Cupid can perform a Flutter action in the opposite direction of the damage source. (cooldown applies) Head Over Heels. As a reaction to creating a trail with Flutter that has an enemy within, Cupid can choose knock down up to 2 targets within. Legendary Actions You Gave Love a Bad Name. (3 actions) Cupid can perform a Persuasion (CHA) roll against the WIS save of a target. If the target fails, they get enraged and confused by all this love non-sense and all attack and damage rolls performed by this target are made with disavantage. Aggresive Affection. Cupid performs a Loves Reach attack against one heart-shaped orb from Share the Love ability, exploding it and healing all targets within 20 ft. from it by 7 (2d6).


Da Ji Medium humanoid (fey), neutral evil Armor Class 16 Hit Points 440 (50d8 + 30) Speed 35 ft. STR DEX CON INT WIS CHA 16 (+3) 22 (+6) 10 (+0) 14 (+2) 16 (+3) 10 (+0) Skills Acrobatics +18 Damage Resistances fire, slashing Senses passive Perception 13 Languages Chinese, Godspeak, Primordial, Common Challenge Rating 20 Torture Blades. All Da Ji's attacks and abilities apply a bleeding stack on hit that deals 6 (1d4 + 3) per round for a number of round equal to how many hits the target took. (max stacks: 4) Horrible Burns. (recharge 4-6) As a bonus action, Da Ji heats up her claw dealing extra 13 (1d10 + 2) fire damage when her next Malicious Razer attack hits. This damage ignores resistance, but not immunity, while also decreasing the target's max HP for an amount equal to the damage dealt for 24 hours. After this damage is dealt, Da Ji gains the ability to follow her target at melee range, as a free action, until the end of her next turn. One Thousand Cuts. (recharge 4-6) As an action, Da Ji gains 40 ft. hover speed and performs 4 180º, 20 ft. swiping attacks in front of her throughout 4 rounds in which she can move in between using her remaining move speed. Each attack deals 8 (2d4 + 3) to all target in reach and applies the bleeding effect of Horrible Burns. Aditionally, while in this state, Da Ji gains advantage against all melee attacks against her and immunity to all movement impeding effects. Trickster Spirit. As an action, Da Ji can choose either an ally or an enemy to teleport herself after one round to them. If it's an enemy, upon arrival Da Ji deals 11 (4d4 + 6) to the target and all targets aorund it within 10 ft. from the original target. If it's an ally and they are engaged in melee combat, Da Ji performs a Malicious Razor attack against the attacker. Paolao. (1/day) As an action, Da Ji summons her signature torture device until the beginning of her next turn and hover above it for the same duration. While in this position, once per round for the duration, Da Ji can target up to 3 targets to force them to succeed on a DEX save (DC 17) or, on fail, be tatered by her torture chain taking 13 (1d12 + 6) piercing damage. At the beginning of her next turn, all shackled targets are pulled to her melee range and stunned until the end of their next turn. Actions Multiattack. Da Ji can perform 2 Malicious Razor attacks Malicious Razor. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) damage. --- this attack deals an extra damage dice to unarmored targets. Reaction Nine Tails. As a reaction to being target by a melee attack, Da Ji can choose to force the attacker to perform a DEX save (DC 10) with disavantage. On a fail, the attack is instantly halted and the target is grappled (DC 12 to be released from it). Legendary Actions Mischievous Touch. Da Ji spins herself twirling her fox tails around her, halving the speed of all targetes within 10 ft. until the beginning of their next turn. Death Lotus. Da Ji performs 1 Malicious Razor attack against a target grappled by her tails (see Nine Tails).


Danzaburou Small humanoid (tanuki), chaotic evil Armor Class 16 Hit Points 460 (50d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 24 (+7) 18 (+4) 24 (+7) 12 (+1) 14 (+2) Skills Acrobatics +13, Sleight of Hand +20, Stealth +13, History +13, Nature +13, Deception +10 Damage Vulnerabilities fire Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Chinese, Godspeak, Common Challenge Rating 20 Dubious Savings. Everytime Danzaburou gains by any mean 1 SP or more, he gains a stack of Greed equal to the amount of SP gained. After reaching 10/20/40/80/160 stacks of Greed, he gains an extra damage dice in all his abilities and attacks. Fool's Gold. As an action, Danzaburou summons 3 money bags filled with Fool's Gold in a 90°, 60 ft. long cone in front of him. Up to 3 targets within must succeed on a DEX save (DC 17) or be hit by it taking 28 (2d10 + 7) bludgeoning damage plus dropping 1d10 SP from their pockets that can be grabbed by Danzaburou (see Dubious Savings). Aditionally, each dodged money bag becomes a bomb at the end of the Danzaburou turn that explodes after 2 rounds dealing 18 (3d6 + 7) fire damage to all targets within 20 ft. (the location is radomized by de DM) Alluring Spirits. As an action, Danzaburou takes a sip of his strong sake, healing himself by 13 (2d8 + 4) and then throws it against a target within 240 ft. that must succeed on a DEX save (DC 13) or take 14 (3d4 + 7) acid damage. After hitting the ground or a target, the bottle of sake stays in place for 2 turns, apllying to all enemies within 60 ft. 1 Provoked stack per round. Once an enemy reaches 4 stacks of Provoked, it can only attack the bottle of sake until the end of his turn (AC: 11 / HP: 75). Tanuki Trickery. As an action, Danzaburou creates a 60 ft. circular area around him of lush vegetations and bamboos that grants him extra 15 ft. move speed and lasts 3 turns. If he leaves the area, as a free action, he can choose to end this ability earlier transforming himself into a leaf surrounded by other decoy leafs (Perception DC 17) for 2 turns or until he performs a main action. While like a leaf, he loses all attacks and abilities, but gains the Like a Leaf Legendary Action. Uproarious Rocket. (1/day) As an action, Danzaburou can choose to transform a magical leaf into a mediumsized bamboo rocket and, after one round, fire it in a 120 ft. straight line aiming at an enemy that will take 13 (1d10 + 7) bludgeoning damage plus 16 (2d8 + 7) fire damage to him and too targets within 30 ft. of them. Alternativelly, Danzaburou can choose to enter the bamboo rocket, gaining control over it until the end of his next turn plus 60 ft. fly speed, resistance to all nonmagical damage and teleporting right next to it when the bamboo rocket hits and damages a target. Actions Multiattack. Danzaburou can perform up to 3 Tanuki Rock'it attacks. Tanuki Rock'it. Ranged Spell Attack: +13 to hit, reach 30/60ft., one target. Hit 5 (1d8) fire damage. Reaction Eager Purveyor. As a reaction to becoming aware of any amount of money larger than 1 SP within his move speed range, Danzaburou can use his movement to get it without triggering opportunity attacks and ignoring difficult terrain. Legendary Actions Slyest Sake Seller. (3 actions) Danzaburou can perform a Sleight of Hand (DEX) check against a target's Perception (WIS) check who is within melee range to attemp to steal their gold. On a success, roll a 13 (1d10+7) to see how many SP Danzaburou managed to steal from his target. Like a Leaf. While being transformed into a leaf by Tanuki Trickery, Danzaburou can move up to his total move speed as fly speed. Crash Course. While inside his bamboo rocket, Danzaburou can move up 60 ft. flying.


Discordia Medium humanoid (fey), true chaotic Armor Class 17 Hit Points 370 (40d8 + 30) Speed 35 ft. hover STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 18 (+4) 22 (+6) 28 (+9) Skills Sleight of Hand +8, Stealth +10, Investigation +14, Insight +14, Perception +12, Deception +24, Intimidation +15, Performance +15, Persuasion +15 Damage Resistances force, psychic Condition Immunities charmed Senses truesight 5 ft., passive Perception 13 Languages Greek, Godspeak, Primordial, all Elvish dialects Challenge Rating 20 Contest of Gods. Whenever damage is dealt within 40 ft. from Discordia, she compares it to the next damage that is rolled within range. If the second damage scores higher, it deals extra weapon damage equal to the attacker CHA or WIS mod, whichever is higher. Aditionally, if the damage scores lower, the later attacker gains advantage in all damage rolls against the first attacker, even if they are both allies. Unturuly Magic. As an action, Discord chooses a 20 ft. circular area within 240 ft. where she can see to create a shimering ghostly golden apple. As the ghostly golden apple explodes, enemies within take 20 (2d10 + 9) pyschic damage and then 6 minor projectiles are shot from it. Up to 6 targets within 120 ft. from the explosion must succeed on a DEX save (DC 10) or take 18 (4d8) force damage. Strife. (recharge 4-6) As an action, Eris chooses a 20 ft. per 10 ft. area within 120 ft. where she can see to fill an area with purple mist and maniac ghostly laughter. If 2 or more targets are caught within, they are affected by Madness thus being forced to perform 1 weapon attack each against each other, but if there's only 1 target within, this ability stuns him/her until the beginning of their next turn. Golden Apple of Discord. (1/day) As an action, Discordia throws her 20 ft. wide Kallisti Golden Apple in a 120 ft. straight line, hitting and becoming one with the first enemy it encounters turning them Intolerable for 2 turns. Targets with the Intolerable status forces all of their allies who fail on a WIS save (DC 17) to perform an weapon attack against the Intolerable one. After the 2 turns, the Kallisti Golden Apple explodes in a 30 ft. area consuming the Intolerable status from the target hit, but making all targets within the explosion radius also Intolerable. (DM if free to choose how this plays out) Actions Multiattack. Eri... I mean, Discordia can perform up to 2 Strife Bolt attacks or 1 Eris Hand bitchslap. Strife Bolt. Ranged Spell Attack: +8 to hit, reach 60ft., one target. Hit 13 (1d6 + 9) force damage. Eris Hand. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit (d + ) damage. --- Discordia speaks out loud a number from 1 to 100 and rolls a d100, if it scores the chosen number, the target hit is affected by Madness (see Strife) until the end of their next turn. Reaction Erratic Behavior. As a reaction to an enemy triggering her truesight sense, Eris can dashes 10 ft. away from it creating a 10 ft. circular area where the dash ends where she is invisible. Legendary Actions Clockwork Chaos. (3/day)(rechage 6) Discordia can perform a Persuasion (CHA) check normally or a Deception (CHA) check to a target that was hit by Strife in the last 3 turns. On a fail, the target is forced to move and perform 1 weapon attack against the nearest target he can see, prioritizing their allies. Once one of their allies is hit, the allies hit is forced to repeat this effect until a target is unable to move and/or attack.


Erlang Shen Medium humanoid (divine), lawful good Armor Class 18 Hit Points 485 (50d8 + 30) Speed 35 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 10 (+0) 14 (+2) 28 (+9) 12 (+1) Skills Athletics +12, Acrobatics +10, Animal Handling +15, Perception +15 Damage Resistances bludgeoning, piercing, slashing from non-magical weapons Condition Immunities blinded, grappled, paralyzed, restrained, unconscious Senses passive Perception 13 Languages Chinese, Godspeak, Common, Telepathy (Celestial Dog) Challenge Rating 20 Howling Celestial Dog. Erlang Shen is perpetually followed by his trustful hound in battles who deals one hit dice from the target as piercing damage to the same target Erlang Shen hits with an ability or attack. This damage only occurs at the end of Erlang Shen turn and always hit. (see rules) Spot Weakness. (cooldown: 4 turns) As a bonus action, Erlang Shen opens his third eye gaing truesight 60 ft., an extra damage dice while ignoring 2 AC on his next attack or until the end of his next turn. Aditionally, hitting enemies with his Heavenly Spear attack decreases the cooldown of this ability by 1 turn. Pin. (recharge 5-6) As an action, Erlang Shen chooses a target within 60 ft. from him to force them to succeed on a DEX save (DC 15) or take 12 (3d4 + 4) piercing damage and have their speed reduced to 0 until the end of their next turn. On a successful save, the target have their speed halved until the beginning of their next turn and take 14 (1d8 + 9) radiant damage. 72 Transformations. As an action, Erlang Shen can choose to transform into a celestial Mink or a holy Turtle until the end of his turn. In transformed, Erlang Shen has 50 ft. hover speed (Mink) or immunity to movement impending effect (Turtle) and gains his Primordial Maneuver Legendary Action. While transformed in a Mink, the first enemy who enters his melee range takes (5d4 + 3) as piercing damage (Mink) and Erlang Shen gains an extra Heavenly Spear attack on his next turn. If transformed in a Turtle, Erlang Shen knocks down all targets his in his melee range through his movement dealing (3d8 + 6) bludgeoning damage to all of them. 9 Turns Blessing. (1/day) As an action, Erlang Shen grants the Provoked status to all targets within 60 ft. for 2 turns. Targets with this status cannot target any other character besides Erlang Shen and are forced to perform an attack against him by any means possible. Aditionally, Erlang Shen takes one less damage dice from all damage sources (minimum 1 damage dice) for the same duration and, at the end of it, is healed 115 (10d20) HP. Actions Multiattack. Erlang Shen can perform 1 Heavenly Spear attack. Aditionally, all attempts to disarm him automatically fails. Heavenly Spear. Melee Weapon Attack: + to hit, reach 15ft., one target. Hit 14 (1d12 + 7) piercing damage. -- - this attack is considered magical and ignores magic resistence. Reaction Undefeated. As a reaction to having his HP dropped to 30 or less, Erlang Shen can perform a 9 Turns Blessing action with increased damage mitigation (2 less damage dices - minimum: 1). If he is still alive at the of the damage mitigation duration, the healing is doubled. Legendary Actions I choose you! Erlang Shen commands his hound to perform its attack against a target within 20 ft. from it. Sage's Attack. (3 actions) Erlang Shen performs a Heavenly Spear attack against an enemy in its range. Primordial Maneuver. (3 actions) While in his celestial Mink or holy Turtle, Erlang Shen can move up to his move speed (50 ft. hover speed as Mink / 35 ft. as Turtle)


Fafnir Medium humanoid (dwarf), lawful evil Armor Class 19 Hit Points 530 (55d8 + 80) Speed 20 ft. STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 24 (+7) 8 (-1) 8 (-1) 8 (-1) Skills Athletics +22 Damage Resistances acid, bludgeoning, cold, force, poison Damage Vulnerabilities psychic, radiant, thunder Senses darkvision 90 ft., tremorsense 60 ft. (dragon form), passive Perception 13 Languages Norse, Godspeak, Draconic Challenge Rating 20 Endless Greed. Fafnir's greed is so otherwordly, it grants him the ability to generates GPs after the combat starts. Starting with 0 GP, he magically generates 1d20 GP at the end of each of his turn and gains "Endless Greed" stack every 250 GP he creates this way. Each stack grants him the ability to halve any damage he takes, thus consuming the stack and the GP associated with it. (max GP: 1000) Draconic Corruption. (1/day) As an action, Fafnir gives into his greed becoming a dragon gaining 1 AC, Dragon's Spit attack and extra effects in his abilities (see below) for 5 turns while dealing 32 (10d4 + 7) poison damage to all targets within 30 ft. from him when he transforms. After 5 turns, Fafnir comes back to his human form and becomes stunned until the end of his next turn. Cursed Strenght. As an action, Fafnir hurls his hammer against an enemy within 20 ft.(DC 16 DEX save to avoid it) dealing 21 (2d12 + 8) bludgeoning damage and stunning them while they irradiate cursed energies that halves the speed of all targets within 10 ft. from the stunned target, until the end of their next turn. As a dragon, the hammer becomes a ball of venom spit that deals 21 (4d6 + 7) poison damage that cannot be avoided, stunning the target and applying the cursed energy debuff that, besides the speed halving effect also deals 7 (1d12) poison damage to all nearby target within range. Coerce. (recharge 5-6) As a bonus action, Fafnir coerces one of his allies within 120 ft. to fight harder, granting them an extra weapon attack per turn for 2 turns. While the allied target is effected by this ability, Fafnir's basic attack becomes magical and ignores all resistances and immunities. As a dragon, Fafnir can choose a 60 ft. circular area within 240 ft., granting the same extra attack bonus to all allied targets within. Underhanded Tactics. As an action, Fafnir leaps 15 ft. forward against dealing 16 (3d4 + 8) bludgeoning damage in a 90°, 15 ft. cone area disabling the weapon attacks, abilities and spells of all targets within the cone area until the beginning of their next turn. As a dragon, the leap becomes 45 ft., the damage becomes 29 (6d6 + 8) poison damage, the cone area becomes 30 ft. and Fafnir can choose on of the targets hit to be stunned until the end of their next turn. Actions Multiattack. Fafnir can perform up 2 Dwarven Hammer attacks, as human, or 1 Dragon's Spit attack, as dragon. (see rules) Dwarven Hammer. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 15 (1d12 + 8) bludgeoning damage. Dragon's Spit. Ranged Spell Attack: +13 to hit, reach 60ft. 45° cone, all targets within. Hit 11 (1d6 + 7) poison damage. --- this attack is performed throughout 3 rounds repeating the damage each round to the same of a different targets within range. Dragon's Claw. Melee Weapon Attack: +20 to hit, reach 15ft., one target. Hit 23 (2d10 + 12) piercing or slashing damage. Reaction Dragon's Tail. As a reaction to being flanked while in his dragon form, Fafnir can perform a tail swipe attack against the flanking attack dealing 23 (1d20 + 12) slashing damage and knocking them down. Legendary Actions Dragon's Talons. As a dragon, Fafnir performs 1 Dragon's Claw attack against up to 1 target within range.


Fenrir Medium monstrosity (lycanthrope), neutral evil Armor Class 16 Hit Points 380 (40d8 + 30) Speed 35 ft. STR DEX CON INT WIS CHA 26 (+8) 22 (+6) 20 (+5) 8 (-1) 16 (+3) 14 (+2) Skills Athletics +14, Acrobatics +14, Perception +12, Survival +9, Intimidation +10 Damage Resistances fire, lightning, necrotic Damage Vulnerabilities acid, radiant, psychic Condition Immunities restrained Senses bloodsense 800 ft., passive Perception 13 Languages Norse, Godspeak, Primordial, Common Challenge Rating 20 Unbound Runes. Everytime Fenrir hits an enemy with his Scarred Claw attack, he gains a Rune stack, up to 5. Killing a target grants him 5 Rune stacks while assisting on a kill grants him 3 stacks. With 5 stacks, he gains extra effects on his Unchained, Brutalize, and Ragnarok abilities consuming all stacks on use. (see below) Unchained. (cooldown: 3 turns) As a movement action, Fenrir perform a 20 ft. tall, 50 ft. long leap (DEX DC 16) that deals 21 (4d8 + 3) fire damage to all targets within 20 ft. from where he lands. If it lands on a target with full HP, the cooldown is decreases by 1 turn and if Fenrir has 5 stacks of Runes, this ability stuns all enemies hit by it until the beginning of their next turn. Seething Howl. (recharge 4-6) As a bonus action, Fenrir howls to the skies granting him the ability to heal himself by an amount equal to his Scarred Claw attacks for 2 turns plus an extra damage dice on his next Scarred Claw attack. Brutalize. As an action, Fenrir chooses a target within 20 ft. to leap against them (DEX DC 18). On hit, he performs 2 Scarred Claw attack without the STR mod (total: 4d8) per round for 2 rounds in which he gains resistance to all damage and immunity to being knocked down or up. With 5 stacks of Runes, all attacks deal the STR mod as bonus damage each hit. Ragnarok. (1/day) As a bonus action, Fenrir becomes the primordial beast he's meant to be at the end of times, becoming one size bigger, gaining extra 35 ft. move speed while gaining immunity to move impeding effects. In this state, Fenrir can only perform his Hand Ripping Bite attack that automatically grapples in his jaws the first target hit, taking extra 10 (4d4) piercing damage per round until the end of his next turn. Since Fenrir is one size bigger in this state, he can move freely with his grappled target in his jaws for the duration of this ability. Aditionally, if he has 5 stacks of Runes when activating this ability he gains resistance to all damage for the same duration of this ability. Actions Multiattack. Fenrir can perform up to 2 Scarred Claw attacks or 1 Hand Ripping Bite against one target. Scarred Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 16 (1d8 + 8) slashing damage. Hand Ripping Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 19 (3d6 + 8) piercing damage. --- target hit must succeed on a DEX save (DC 13) or be disarmed. On unarmed targets, the save is against being grappled. Reaction Eschatological Presence. As a reaction to being affected by any mental status or telepathic interaction that may hinder Fenrir in any way, the attacker is overwhelmed by the dreadful visions from Fenrir's mind and must succeed on a WIS save (DC 18) or be frighned. On a succesful save, the attacker's move speed is turned 0 until the end of his next turn. End of Days. As a reaction to having a target that is grappled by him being damaged by one of his allies, Fenrir can perform a Hand Ripping Bite attack against the grappled target. Legendary Actions Feral Maneuver. Fenrir moves up to 15. ft to a place he can see. Teluric Growl. (2 actions) Fenir snarls at an enemy within 20 ft. performing an Intimidation (CHA) check with advantage against them. Blood Scent. (3 actions) Fenrir performs a Perception (WIS) check searching for the smell of blood within 360 ft. If one or more targets whose HP is not full is within the vicinity, Fenrir chooses one of them and gains truesight to that chosen target for 3 turns.


Freya Medium humanoid (divine), lawful good Armor Class 16 Hit Points 405 (50d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 12 (+1) 26 (+8) 24 (+7) 14 (+2) Skills Arcana +14, Nature +14, Insight +20, Perception +13, Persuasion +10 Damage Resistances cold, psychic, radiant Condition Immunities blinded, charmed, paralyzed, stunned, unconscious, exhaustion Senses passive Perception 13 Languages Norse, Godspeak, Celestial, Common Challenge Rating 20 Brisingamen's Blessing. Freyia's necklace grants her a self-healing effect to all her attacks and damaging abilities that hits her targets equal to half of the amount of damage dealt. Aditionally, if Freya is successfuly hit by a disarming action, she loses her necklace and its abilities before she loses her Valkyre Sword. Irradiate. As a bonus action, Freya imbues her Valkyre Sword with magic turning all attacks with it to magical and ignoring all resistences while gaining 15 (1d12 + 8) radiant damage for 2 turns. Aditionally, Freya's sword emits a dim light in a 60 ft. radius around it. Pulse. As an action, Freya shoots 3 10 ft. magical orbs from her sword in a 30 ft. straight line that deals 25 (3d10 + 8) radiant damage each to all targets within range (DEX save to avoid it / DC 14). These 3 attacks can be delayed to be cast min-round until the beginning of her next, meanwhile her sword emits a dim light in a 60 ft. radius around it. Banish. (recharge 3-6) As an action, Freya chooses a 30 ft. area within 90 ft. she can see and forces all targets within to levitate at 10 ft. from the ground until the beginnig of their next turn. While in this position, the targets cannot perform any action or move and cannot be targeted by any attack or ability while becoming disarmed. Valkyrie's Discretion. (1/day) As a bonus action, Freya opens her cloak of feather gaining 50 ft. fly speed and the projectile attacks from her Pulse ability with 60 ft. reach, DC 18 to be avoided plus being able to shoot them 4 times instead of 3 while becoming immune to damage until the end of her next turn. Actions Multiattack. Freya can perform up to 3 Valkyre Sword attacks. Valkyre Sword. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 12 (2d4 + 3) slashing damage. Reaction Goddess of Gold. (1/day) As a reaction to being targeted by a massive damage ability or attack, if Freya is aware she's going to be hit by it, she can choose to perform a Persuastion (CHA) check against the target WIS save. If Freya is succesful, the target's attack is canceled and Freya gives them 3d20 GP in exchange, but if Freya is not succesful, the damage is increaes by 2 damage dices. Legendary Actions Valkyre's Advance. Freya can move up to half of her move speed, ignoring difficult terrain. Pulse Attack. (3 actions) Freya can spend one of her Pulse attacks while her Pulse or Valkyre's Discretion ability is active.


Ganesha Large monstrosity (four-armed loxodon), lawful good Armor Class 19 Hit Points 560 (60d10 + 80) Speed 25 ft. STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 22 (+6) 20 (+5) 28 (+9) 18 (+4) Skills Athletics +22, Arcana +11, Medicine +15 Damage Resistances bludgeoning, radiant Condition Immunities poisoned Senses passive Perception 13 Languages truesight 10 ft., Godspeak, Challenge Rating 20 Good Fortune. Everytime Ganesha hits a God Hand attack, he chooses a targeted ally within 30 ft. to gain advantage in the weapon attack against them that hits. Four-Armed Tactics. Ganesha does not gain disavantage when being flanked and against disarming maneuvers. Turn of Fate. (cooldown: 3 turns) As an action, Ganesha summons a 15 ft. magical sphere with a holy symbol in a 60 ft. straight line that deals 20 (3d6 + 9) radiant damage to all targets within. For every enemy hit by this ability, all Ganesha's allies within 60 ft. gain an extra damage dice on their next attack. Ohm. As an action, Ganesha starts to perform a 60° cone, 30 ft. long deep sounding chanting that can be extended for up to 6 rounds. While this ability is active, Ganesha gains 20 ft. hover speed and can move freely through the rounds rearranging the aim. enemies within the area cannot cast any spell, ability and all magical itens stop working while Ganesha gains resistance to all non-magical damage. Remove Obstacles. As an action, Ganesha dashes 20 ft. foward ignoring magical barriers and summoned walls and hits the first enemy that enters his melee range with his goad, turning their speed 0 until the end of their next turn and knocking the up them down taking 21 (2d12 + 8) bludgeoning damage at the end of his turn. Dharmic Pillars. (1/day) As an action, Ganesha summons in a adjustable square area of a maximum 30 ft. in lenght/width formed by 4 60 ft. tall, 10 ft. wide pillars with magical engravings on them, that lasts for 3 turns. On each one of the four edges of this area between the pillars (10 ft. wide), all targets within take 26 (3d10 + 9) radiant or fire or psychic damage (up to Ganesha to decide) and have their speed halved until they are in the area. Actions Multiattack. Ganesha can perform 2 God Hand attacks plus 2 Goad attacks. God Hand. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 11 (1d4 + 8) bludgeoning damage. Goad. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 7 (1d12) slashing damage. Reaction Quiescent Posture. As a reaction to being targeted by a action to aims to forcibly move Ganesha, it automaticaly fails and Ganesha gains advantage in his next melee attack. Legendary Actions Protective Ground Stomp. (3 actions) Ganesha stomps the ground with his feet forcing all targets within 30 ft. from him to succeed on a DEX save (DC 13) or be fallen prone.


Geb Large humanoid (earth genasi), lawful neutral Armor Class 18 Hit Points 510 (55d10 + 80) Speed 20 ft. STR DEX CON INT WIS CHA 30 (+10) 6 (-2) 28 (+9) 8 (-1) 8 (-1) 6 (-2) Skills Athletics +26 Damage Resistances poison, psychic, bludgeoning and slashing damage from non-magical weapons Damage Vulnerabilities acid, necrotic Condition Immunities blinded, petrified, poisoned Senses tremorsense 600 ft., passive Perception 13 Languages Egyptian, Godspeak, Primordial Challenge Rating 20 Hard as Rock. All critical damage that hit Geb have disavantage and cannot have any stat mod added to its damage. Aditionally, critical failures on attack rolls against Geb stuns the attacker until the beginning on their next turn (CON save to avoid stun / DC 18). Fake Appearence. Geb gains advantage in Stealth (DEX) rolls when he's stading on natural enviroments. Aditionally, when affected by poison damage, Geb loses the foliage of his earthen body losing the advantage, but regaining both foliage and advantage after a long rest. Massive Build. Geb is considered for all purposes to be one size larger than he is. Roll Out. As an action, Geb transforms his earthen body into a mass of rolling earth, gaining 180 ft. speed and the Roll Over Legendary Action until the end of his next turn. Passively, this ability grants Geb immunity to shape changing effects. Shcok Wave. (recharge 6) As an action, Geb hits the ground with his massive earthen arms creating a 60°, 90 ft. long cone area in front of him that deals 30 (3d12 + 10) force damage to all targets within, knocing them up then down. Stone Shield. As a bonus action, Geb can choose himself or an ally within 120 ft. to gain 80 HP as temporary HP that last until the end of their (Geb's or his ally's) turn. Targets affected by this shield ignores difficult terrain and are immune to movement impeding effects. Cataclysm . (1/day) As an action, Geb pulls the earth from beneath his feet forcing all targets within 120 ft. to succeed on a DEX save (DC 20) or be knocked down while taking damage equal to 5 of their own hit dices as bludgeoning damage. Aditionally, all targets within the are are stunned until the beginning of their next turn. Actions Multiattack. Geb can perform 3 Earthen Punch. If two attacks hit, the third one deals damage to all targets within 15 ft. from Geb. Earthen Punch. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 17 (1d12 + 10) bludgeoning damage. Reaction Tectonic Protection. As a reaction to being hit by a weapon attack, Geb can force the attacker to performs a DEX save (DC 11) or, on fail, losing their weapon sticked on Geb's earthen skin. Legendary Actions Roll Over. (1 action) As a roling mass of stones and rocks, Geb can move up to his enhanced move speed while dealing 23 (3d8 + 9) bludgeoning all targets that come in contact with him and fail a DEX save (DC 17). This Legendary Action can be used repetedaly, respecting the action cost.


Gilgamesh Medium humanoid (), Armor Class Hit Points (d8 + ) 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.


Guan Yu Medium humanoid (celestial), lawful good Armor Class 17 Hit Points (d8 + ) Speed 35 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) Skills Athletics +14, Acrobatics +8 Condition Immunities restrained, stunned Senses passive Perception 13 Languages Chinese, Godspeak, Common, Angelic Challenge Rating 20 Painless. Everytime Guan Yu hits an enemy with his Green Dragon Crescent Blade or takes damage (except damage over time), he gains 1 stack of Painless (up to 20) that are consumed when he uses his abilites. Aditionally, at max stacks he gains advantage against all non-magical damage until he consumes the stacks. (see rules) Conviction. (cooldown: 3 turns) As a bonus action, Guan Yu heals himself and all allies within 30 ft. by 18 (4d8). If he has 20 stacks of Painless, Guan Yu consumes them all and the healing is doubled and all allies healed gains resistance to all damage until the begining of their next turn. Warrior's Will. (recharge 3-6) As a bonus action, Guan Yu dashes 10 ft. ahead stopping in the first enemy, dealing 15 (2d8 + 6) piercing damage to them and halving their move speed for 2 turns. Hitting enemies with this ability automatically recharges it. Taolu Assault. (cooldown: 3 turns) As an action, Guan Yu spins his Green Dragon Crescent Blade in front of him furiously dealing 8 (3d4) slashing damage to all targets within 15 ft. in front of him each round for 4 rounds. While performing this ability, Guan Yu gains 2 AC against frontal attacks, but not flanking attacks. Cavalry Charge. (1/day) As an action, Guan Yu magically summons his horse to his aid, gaining 90 ft. move speed while mounting on it and also his Gallop! Legendary Action until the end of his next turn. After this ability ends, Guan Yu gets off the horse and stuns all targets within 20 ft. where he lands, then the horse magically disappears. Actions Multiattack. Guan Yu can perform 3 Green Dragon Crescent Blade attack. The third attack deals one extra damage dice on hit and has 15 ft. reach. Green Dragon Crescent Blade. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 12 (1d10 + 6) slashing or bludgeoning damage. Reaction Glaive Underhand Tactics. As a reaction to an enemy moving adjacent to him, Guan Yu may use the staff of his Green Dragon Crescent Blade to attempt to make them trip. The target must succeed on a DEX save (DC 18) or fall prone. Legendary Actions Taolu Tactics. (3 actions) If Guan Yu is currently performing a Taolu Assault ability, he may change his target. Gallop!. (3 actions) While mounted on his horse, Guan Yu can move up to the horses's move speed (90 ft.) and perform an opportunity attack with his Green Dragon Crescent Blade to all adjacent targets in his way with advantage. Surprise Attack. Guan Yu performs a Green Dragon Crescent Blade attack against a target he's not currently engaged within range with advantage.


Hachiman Medium humanoid (divine), true neutral Armor Class Hit Points (d8 + ) 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 Master of Arms. Everytime Hachiman lands a War Bow on an enemy, he gains Actions Multiattack. can perform War Bow. Melee Weapon Attack: + to hit, reach 120/360ft., one target. Hit (1d8 + ) piercing damage. Reaction Reaction. Legendary Actions Legendary Action.


Hades Medium humanoid (lich), lawful evil Armor Class 16 Hit Points 475 (50d8 + 30) Speed 30 ft. hover STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 12 (+2) 18 (+4) 22 (+6) 26 (+8) Skills Arcana +14, History +10, Investigation +10, Animal Handling +18, Insight +12, Intimidation +22 Damage Resistances necrotic Damage Vulnerabilities bludgeoning from magical weapons Condition Immunities blinded, frightened, grappled, petrified, poisoned, Senses darkvision 500 ft., passive Perception 13 Languages Greek, Godspeak, Undercommon, Primordial, Infernal Challenge Rating 20 Blight. Hades's Underworld Staff attacks and abilities grants Blight status to all targets hit by it that lasts until the end of their next turn. Targets with Blight status deals one less damage dice but no less than 1 plus taking extra damage and/or effects from Hades's abilities. (see rules) Death from Below. (cooldown: 4 turns) As a movement and bonus action, Hades teleports to an unocupied space within 120 ft. (DEX save to avoid / DC 16), erupting from the ground and dealing 19 (6d4 + 4) damage to all targets within 20 ft. from where he teleported. If a target with Blight status is damaged by this ability, they have their speed halved until the beginning of their next turn. Aditionally, all targets withou Blight status hit by this ability gain Blight status after the damage is dealt. Shroud of Darkness. (cooldown: 2 turns) As an action, Hades conjures a thick dark cloud of noxious and necrotic fumes in a 120°, 20 ft. long cone that unables all targets within to cast spells and abilities, to speak or be heard in any form while also neutralizing all magical effects (including itens) for 3 rounds. If any target with a Blight status is affected by this ability, they are automatically frightened of Hades and are forced to move away in a straight line from Hades beginning of their next turn. All targets that are not affected by Blight become afflicted by it at the end of Hades's turn when he casts this ability. Devour Souls. (recharge 3-6) As an action, Hades cosumes the souls of all targets within 20 ft. dealing 17 (2d8 + 8) psychic damage plus 17 (2d8 + 8) necrotic damage. If this ability damages a target with Blight status, Hades heals himself by the same amount of damage dealt to that target. To all targets that are not affected by Blight status, they gain Blight status at the end of Hades's turn. Pillar of Agony. (1/day) By spending his full turn, Hades becomes an immovable beacon of death calls all the souls to him creating a rippling vortex around him within 70 ft. that pulls all targets 5 ft. in his direction at the end of each target's individual turn while halving their speed. For 6 rounds or until the end of his next turn (whichever comes first), Hades deals 10 (1d4 + 8) per round to all targets that haven't managed to escape the 70 ft. vortex he created. Actions Multiattack. Hades can perform 3 Underworld Staff attacks against up to 2 targets. Underworld Staff. Ranged Spell Attack: +10 to hit, reach 120/360ft., one target. Hit 11 (2d6 + 4) necrotic damage. Reaction Soul Hunger. As a reaction to consuming a Blight status from a target with an ability, Hades regains a use of Devour Souls. Legendary Actions Dark Mist. (2 actions) Hades turns into a shroud of darkened purple mist and move ignoring all obstacles and moving up to 20 ft. with fly speed. Targets caught in the way of Hades while in this form gain Blight status. Abyss Stare. (2 actions) Hades performs an Intimidation (CHA) check against the WIS of one target within 60 ft. that can see and/or hear him. Death Approach. Hades perform a melee Underworld Staff attack with advantage on damage roll, but disavantage on attack roll and has the same damage dice.


He Bo Medium humanoid (water genasi), true neutral Armor Class 17 Hit Points 400 (50d8 + 30) Speed 25 / 30 / 35 / 40 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 28 (+9) 26 (+8) 12 (+1) 8 (-1) Skills Arcana +22, Nature +22 Damage Resistances acid, cold Condition Immunities petrified, poisoned, prone, restrained Senses passive Perception 13 Languages Chinese, Godspeak, Primordial, Common Challenge Rating 20 Steady Flow. Everytime He Bo uses one of his abilities and/or Legendary Actions, he gains an extra damage dice in his next abiltity until the end of his next turn. This passive ability refreshes when he uses an ability and stacks up to 3 times respecting its duration. Water Cannon. (cooldown: 3 turns) As an action, He Bo projectiles a 60°, 20 ft. pressurized water cone in front of him. Enemies within range that fails on a DEX save (DC 13) take 22 (3d8 + 8) cold or acid damage (damage type chosen before the damage roll) and are knocked down or take just half damage ona successful save. Atlas of the Yellow River. (cooldown: 3 turns) As a bonus action, He Bo opens the magical scroll that he carries on his back on the ground, creating a 10 ft. wide, 90 ft. long area where he and his allies gains doubled move speed and his enemies have their move speed halve while moving within it. This ability lasts for 2 turns. Crushing Wave. (1/day) By spending his full turn, He Bo transforms his body into a 20 ft. wide tidal wave that travels 60 ft. forward in a straight line dealing 26 (3d10 + 9) cold or acid damage (damage type chosen before the damage roll) to all enemies who fail a DEX save (DC 18) while dragging them with him until the end of the tidal wave movement or half damage to targets who succeed on it withou dragging them. Actions Multiattack. He Bo can perform up to 2 Mercurial Orb against up to 2 targets. Mercurial Orb. Ranged Spell Attack: +14 to hit, reach 60ft., one target. Hit 17 (2d4 + 8) cold or acid damage. --- He Bo chooses the damage type before rolling the attack. Reaction As the River Goes. As a reaction to being hit by a melee weapon attack, He Bo transforms his body into water and takes only half of the damage, but cannot ignore effects on hit by it. Legendary Actions Yellow River Whirpool. He Bo spins his typhoon legs creating ripples against all targets within 30 ft. Targets affected by it must succeed on a DEX save (DC 18) or be knocked prone. Waterspout. (cooldown: 2 turns)(3 actions) He Bo creates a 15 ft. ciruclar area within 120 ft. where he can see. At the end of the next round, the area sprouts a powerful water wave that knocks enemies up then down on the ground dealing 19 (1d20 + 8) cold or acid damage (damage type chosen before the damage roll).


Heimdallr Medium humanoid (high elf), lawful good Armor Class 16 Hit Points 480 (50d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 12 (+1) 22 (+6) 28 (+9) 10 (+0) Skills Athletics +11, Acrobatics +10, Insight +15, Perception +24 Damage Resistances cold, thunder Damage Vulnerabilities necrotic, piercing from magical weapons Condition Immunities blinded Senses truesight 15 ft., 360° sight, passive Perception 13 Languages Norse, Godspeak, Common, all Elvish dialects Challenge Rating 20 The Vigilant. Heimdallr is in charge of protecting Asgard, the home of the gods, and not for no reason. His senses, specially his sight is beyond comprehension grants him the ability to track all target's movement for 10 secondons or 2 turns even when they left his line of sight while also granting 1 extra weapon damage per each enemy he can see (max: 5 weapon damage) Piercing Sight. As a bonus action, Heimdallr summons Hofuð his mighty sword into the air for up to 2 turns. After 3 rounds or at the beginning of his next turn, he can use his Hofuð Call Down Legendary Ability. Gjallarhorn. (cooldown: 3 turns) By spending his action and bonus action, Heimdallr grabs his magical war horn and blows it for 3 rounds, until the end of his next turn or before if he chooses to halt it, creating a 120°, 60 ft. long cone in front of him. Targets within the area take 9 (1d4 + 6) force damage each round, have their move speed halved and cannot perform more than 1 weapon attack for the duration of this ability. The Bifrost. As a bonus action, Heimdallr deploys a crystal shard from the Bifrost iteself (HP: 50 / AC: 12) on an unocpied 5 ft. circular space whithin 60 ft. that he can see that lasts 3 turns. After deploying 2 or more, Heimdallr can use half of his move speed to interact with one of them entering it for up 2 rounds and gaining the Abrigded Journey Legendary Action. Through the Realms. (1/day) By spending his full turn, Heimdallr uses Bifrost to open a temporary portal to the Nine Realms behind a target within 20 ft. and deliver a powerful melee blow with his axe against them. The chosen target is taken through Muspelheim taking 22 (2d12 + 9) fire damage and Niflheim taking 20 (4d6 + 6) cold damage, then coming back to the battlefield taking 11 (1d20) bludgeoning damage and being knocked down. After coming back, the target takes 7 (2d6) fire damage per round for 3 rounds and cannot perform more than 1 weapon attack for 2 turns. Actions Multiattack. Heimdallr can perform 1 Vigilant Axe (thrown) attack or 2 Vigilant Axe (melee) attack against up to one target. Vigilant Axe (throw). Ranged Weapon Attack: +10 to hit, reach 20/40ft., one target. Hit 12 (3d4 + 4) slashing damage plus 10 (1d8 + 5) piercing damage. --- after attacking, axe comes back to Heimdallr's hand in 3 rounds. Vigilant Axe (melee). Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit 10 (1d8 + 5) slashing damage. Reaction Far Seeing Sight. If an enemy under Heimdallar's The Vigilant passive ability has moved 200 ft. or more, he can automatically hit them and all targets within 15 ft. with his Hofuð Call Down Legendary Action. Legendary Actions Hofuð Call Down. If Heimdallr has summoned his Hofuð and it's within 120 ft., he can call it down onto the ground dealing 12 (2d6 + 5) piercing damage plus 16 (1d12 + 9) radiant damage to all targets within a 15 ft. where it hits. (DEX save to half damage / DC 17) Horn Attack. (3 actions) Heimdallr can perform a melee attack against a target within range with his Gjallarhorn, dealing 12 (1d12 + 5) bludgeoning damage and forcing them to succeed a CON save (DC 16) or be stunned until the beginning of their next turn. Abrigded Journey. (2 action) If Heimdallr has used or is currently inside one of his Bifrost's shards, he can teleport to another crystal or get out of the one he's currently is. This does not triggers opportunity attacks.


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