Cleric
Base Class: Cleric

Summoner

Summoners are able to call powerful creatures from the higher plane Called Espers. They mostly buff and heal allies and rarely have their own attacking spells as well as buffer the creatures they call on. They are a sub class of the Cleric Class. Their main focus is to maintain concentration on the Esper they summon and keep it Healthy to do what it specialises in.

Summoners are usually people of faith that pray to gods for blessings, they are normally Good aligned however there are the odd Evil aligned Summoners that pray to the ancient ones.

You  can speak with your DM to nerf or buff certain abilities.

You cannot summon multiples of the same Esper, however multiple summoners can summon the same Esper.

*Trials:

Trials are an extra feature you can add into the game. In order to obtain an Esper you must first defeat it in combat this can be done in the middle of town or at the campfire or can be made only available at key locations at the DM's discretion. All summoner's that partake in this event will be able to summon the defeated Esper. only Espers Above the Basic rank can be challenged to a Trial. the DM can decide how much HP the Trial Esper will have.

During a Trial the party is teleported the Esper's Domain, a radius of 120 feet circle is created no one involved in the trail may exit this area once the Trial begins until the party is defeated or until the Esper is defeated. You may Challenge more than one esper at a time. You may not summon other Espers during this event except for what ever esper you are currently bonded to.

Features

Hit points: 1d8 + Constitution modifier +wisdom modifier
                At higher levels 1d8 (or 5) + constitution modifier per summoner level after 1st.

Proficiencies

Armor: Light armor 
Weapons: clubs, bow staffs, spears, short bow, daggers, spears, javelins, scimitars, darts
Tools: Herbalism Kit, Medical Kit
Saving throws: Wisdom and Charisma
Skills: Choose 3 from Animal handling, Arcana, Religion, Investigation, Perception, Persuasion, Survival or Nature

Equipment:

You Start with the following equipment, in addition to equipment Granted by your background:

  • A simple weapon
  • Leather armor or hide armor
  • Summoner’s Horn (Pact), Elemental Necklace (Choose two of the following: Water, Fire, Wind, Earth, Poison, Acid, Thunder, Force, Radiant or Necrotic) You may carry an additional Necklace at level 5 and 9 to a maximum of 4 at a time. Elemental Necklaces will buffer the creatures you summon of that type and will add +1 to hit rolls and saving throws for that creature.
  • A component pouch or arcane focus.
  • An explorers pack or a Medical kit

Languages:

Esper, common, Celestial choose 2 of any other language. All espers can communicate with the Esper language including their own racial language.


  

Class Features

Spellcasting ability: Dependent on your summoned Esper as well as healing and buffing allies. Use your Wisdom modifier for Spells and Saving throw for a summoner spell you cast when making an attack roll with one.

Spell Save DC = 10+Proficiency Bonus + your wisdom Modifier
Spell Attack Modifier = 10+your proficiency bonus + your wisdom modifier 


                                                                                                                                                                                                                                                                                                Spell Slots per Level


  •  Level                Proficiency       Cantrips           Spells            Esper Points       Features                                                             1st                   2nd                   3rd                   4th                   5th                   6th                   7th                   8th                   9th
                              Bonus                 Known              Known

  •  1st                   +2                       4                       3                       8                         Call Esper Basic, Esper bond,                              2                      -                       -                        -                         -                         -                        -                         -                         -
                                                                                                                                       Esper Control, Spellcasting,
  • 2nd                  +2                      4                        4                        8                        Summoner’s Song, Esper Senses                       3                      2                       -                        -                         -                         -                        -                         -                         -
  •  3rd                   +2                      4                       5                       10                      Soul Bind, Esper concentration                            4                      3                      -                       -                       -                       -                        -                       -                       -
  •  4th                   +2                      5                       7                       11                      Call Esper Medium,                                                4                      3                      2                      1                      -                       -                        -                       -                       -
                                                                                                                                      Ability Score improvement
  •  5th                   +3                    5                      9                          12                       -                                                                                4                      3                      3                      2                      -                       -                        -                       -                       -
  •  6th                   +3                    5                      12                       13                       Double Summon                                                    5                       3                      3                      2                      -                       -                       -                        -                       -
  •  7th                   +3                    5                      15                       14                       Summoner Proficiency 1                                      5                      3                      3                      3                      1                      -                        -                       -                       -
  •  8th                   +3                    5                      18                       15                       Call Esper Large, Healing word                            5                      3                      3                      3                      2                      -                        -                       -                       -
  •  9th                   +4                    5                      21                       16                        -                                                                                6                      4                      3                      3                      2                      -                       -                        -                       
                                                                                                                                      Ability Score improvement
  •  10th                 +4                    6                      21                      17                       Soul Bind 2                                                              6                      4                      3                      3                      2                      1                      -                        -                       -
  •  11th                 +4                    6                      21                      18                        -                                                                                6                      4                      3                      3                      2                      1                        -                       -                       -
  •  12th                 +4                    6                      21                      19                        Ability Score Improvement                                  6                      4                      3                      3                      2                      1                      1                        -                       -
  • 13th                 +5                    6                      24                       20                         -                                                                               6                      4                      3                      3                      2                      1                        1                      -                       -
  • 14th                 +5                    6                      24                       21                        Improved Summoner Song                                  7                      5                      4                      4                      3                      2                      1                        1                      -
  • 15th                 +5                    6                      24                       22                        -                                                                                 7                      5                      4                      4                      3                      2                        1                      1                      -
  • 16th                 +5                    6                      27                       23                       Ability Score improvement                                    7                      5                      4                      4                      3                      2                      1                        1                      -
  • 17th                 +6                    6                      27                       24                       Call Esper Massive                                                 7                      5                      4                      4                      3                      2                      1                      1                      -
  • 18th                 +6                    6                      27                       25                      Advanced Esper Control                                         7                      5                      4                      4                      3                      2                      1                        1                      1
  • 19th                 +6                    6                      30                       26                      Ability Score improvement                                     8                      5                      4                      4                      3                      2                      1                        1                      1
  • 20th                 +6                    6                      30                      30                       Triple Summon,                                                        8                      5                      4                      4                      3                      3                      2                        1                      1

 

Call Esper:

  • Summon an Esper to your side from the other world. At level one you may form a bond with a basic Esper of your choice that will be at your side at all times in battle. You may summon an additional Esper however, maintaining the second Esper will require you to maintain concentration.
  • You may use your Esper points and distribute them amongst whatever Espers your wish you may only use these points on esper with the same element as the elemental necklace you chose. Other Espers will not benefit from this, once points are used on an esper they are permanently there and cannot be distributed elsewhere.
  • Your own Espers are friendly units. Attempting to summon a creature above your level may result in summoning an aggressive Esper that will focus its attacks at the summoner in order to force the summoner to break concentration and break the summon.
  • When an esper is slain you cannot summon the same esper again for 24 hours. This time is cut in half at levels 5, 9 and 15.

Summoners have up to 3 summon slots a massive Esper takes up all 3 slots, a large and medium Esper takes up 2 slots unless otherwise stated and a basic Esper takes up 1 slot (although Sylph has 3 entities all three only take up one slot).

***Espers must remain within the stated area of the summoner by the end of each round or vanish.

**All Espers have the same Spell dc as the Summoner that calls them. HP is calculated with the summoner’s stats.

Esper Bond:

Esper bond is a weaker version of Soul bind each time an Esper takes its turn you must roll 1d20 and succeed a wisdom throw over 5 or the Esper will act of its own volition disregarding your commands. 

Esper Senses:

Passive you may see through your Bonded Esper’s 5 senses.

Summoner’s song:

You may take a turn to sing an song to your esper dispelling one controlling effect on it or healing it for [roll]1d8[/roll] +wisdom modifier (+1d6 per level above 3) you can only do this again after a short rest. 

Soul Bind:

You no longer need to roll 1d20 to command a basic esper you no longer need to concentrate on 1 additional summoned basic esper to maintain its presence. Soul Bind 2 brings this effect to medium and large Espers and 3 bring this effect on massive Espers. Some Espers are too powerful and require concentration regardless of this effect.

Summoner Proficiency:

You no longer need casting time to summon an additional basic Esper it is now instantaneous. At rank 2 reduce the time to summon medium and large Espers in half. At Rank 3 medium and large Espers are reduced by half again the cast time to summon massive Espers is cut in half.

Double summon:

You may summon 2 additional basic Espers instantly or one medium or large Esper instantly. Their health is at half when this is done.

Triple Summon:

Same as Double summon with 3 basic Espers or one medium/large esper and one basic or one Massive.

Esper Aura’s:

Some Espers have aura passives these auras do not affect the Esper itself unless otherwise noted.

Esper Concentration:

At lvl 3 you may concentrate on 1 additional esper and one other spell at a time.
This does not allow you to concentrate on 2 additional Espers or 2 spells at a time. Both concentrations are lost at the same time.

Esper Points:

Esper points can be used on an Esper to boost a stat on that esper permanently or used on the summoner to gain an additional spell slot equal to or below current unlocked lvl spell slots permanently. Summoner can only use 1 Esper point on itself per level. Can use a maximum of 5 points on one Esper per lvl.

You can use 4 points on yourself to increase your own hp by 1d4 this is increased to 1d8 at lvl10 and over.

STR, DEX, CONS, WIS, INT, CHA can be upgraded to a maximum of 20. A Esper point can be used on Speed and jump only once to give the selected esper a maximum of +5 speed or jump. 

Meditate:

At lvl 7 the summoner can meditate for 3 turns to regain a spell slot of the lowest lvl first and can take no other actions requires concentration must concentrate for 3 full turns or fail.

 


 

 

Spells

Summoner specific spells are described 


Cantrips

  • Call: Summon an Esper, Depending on your Call Feature Level. A bound Esper can be summoned at all times without concentration you may bind to a different basic Esper every 24 hours. Summoner must maintain concentration to keep an additional esper under control or on this plane. Each rank of Esper takes differing cast times to summon.
  • Find Esper item: select an elemental type and try to locate a magical esper item related to that elemental type wis throw against 12. Can be used once every 6 hours.
  • Cure Esper Wounds: up to 30 feet away 1d4 lvls up the same way as Cure wounds can only be used on an Esper cannot heal past half hp on Espers that were summoned with double or triple summon.
  • Guidance
  • Minor Illusion
  • Resistance
  • Dancing Lights
  • Eldritch Blast
  • Sacred Flame
  • Ray of Frost
  • Spare the Dying

1st Level

  • Speak with Espers: works the same as speak with animals but with Espers instead
  • Speak with Animals
  • Healing Word
  • Cure wounds
  • Detect Magic
  • Detect Poison and Desease
  • Bless
  • Bane
  • Jump
  • Longstrider
  • Mage Armor
  • Sanctuary
  • Shield of Faith
  • Sleep
  • Unseen Servant

2nd Level

  • Blur
  • Arcane lock
  • Calm Emotions
  • Enhance Ability
  • Gust of wind
  • Lesser Restoration
  • Mirror Image
  • Moon Beam
  • Prayer of healing
  • Silence
  • Zone of Truth

3rd Level

  • Partial Summon: summon a part of an esper to deal 3d8 +wis radiant dmg up to 30 feet away in a 10 foot cone. +1d8 per lvl above 3rd.
  • Banish Esper: Banish a hostile Esper within 60 feet a long rest target must make a wis saving throw or be instantly destroyed any dying reaction abilities are negated when targeting a non esper target make a int saving throw or become confused for 3 turns.
  • Beacon of hope
  • Bestow Curse
  • Counterspell
  • Dispel Magic
  • Create Food and Water
  • Haste
  • Magic Circle
  • Mass Healing Word
  • Revivify
  • Spirit Guardians

4th Level

  • Superior Partial summon: Summon an intangible Esper within 5 feet of you and use one of its abilities, cannot use its deathblow ability or aura ability (Deathblows are the spells that can only be cast once per encounter) using your own stats for the selected spell. Can only use this to summon a creature with the same elemental type of a summoner necklace you are wearing. This partial summon will remain by your side for 2 turns wherever you go, other creatures can enter the area where this partially summoned Esper is. Long rest to recharge
  • Dimension Door
  • Dominate Beast
  • Faithful Hound
  • Fire shield
  • Ice Storm
  • Wall of Fire
  • Phantasmal /killer
  • Private Sanctum

5th Level

  • Antilife Shell
  • Dispel Evil and Good
  • Dream
  • Hallow
  • Mass Cure Wounds
  • Raise Dead
  • Reincarnate
  • Seeming
  • Teleportation Circle
  • Wall of force

6th Level

  • Partial Summon, Esper Deathblow: Summon an intangible esper on yourself for one turn and Cast its Deathblow instantly can only use this ability on espers that do not require a special condition to summon and one that is not currently on the field or cannot currently be summoned.
  • Globe of Invulnerability
  • Heal
  • Heroes Feast
  • Instant summons
  • Mass Suggestion
  • Planar Ally
  • Sunbeam
  • Wall of ice
  • Word of Recall

7th Level

  • Conjure Celestial
  • Etherealness
  • Fire Storm
  • Reverse Gravity
  • Force Cage
  • Project Image
  • Regenerate
  • Symbol

8th Level

  • Antimagic Field
  • Dominate Monster
  • Holy Aura
  • Sunburst
  • Glibness
  • Feeblemind

9th Level

  • Will of the Ancients: Summoner can banish any and all conjured, constructs, espers within 20 feet of itself. Con saving throw or be destroyed instantly, if destroyed any being with the same name as the ones destroyed by this that enters a 20 foot radius of the summoner for 10 mins must make a cons saving throw or be destroyed instantly on a successful save instead take 4d10 +wis requires an emerald or a ruby ground up into a dust consisting of material costing 500 gold.
  • Imprisonment
  • Meteor Swarm
  • Wish

 

 

Espers 


Esper Name                                 AC            Hp (calculated using summoner stats)    Str   Dex   Con   Int   Wis   Char    Mov Speed


Basic Espers (*require item)                      *represents use of a full stat                                                                                           /feet


Sylph                                             10             1d6 +wis (+1d4 +wis/lvl)                             ( 8)   (12)  (10)  (12)  (16)   (12)       30 feet
Siren                                              12             1d8+wis (+1d6 +wis/lvl)                             (10)   (12)  (12)  (18)  (16)  (18)       25 feet or 40 feet* float
Kirin                                               14             2d12+wis (+1d8 +wis/lvl)                           (14)   (14)  (14)    (8)  (18)  (13)       45 feet
Golem                                           12             3d8+wis (+1d8+wis/lvl)                               (16)   ( 8)  (12)     (8)    (8)    (8)       25 feet
Phantom                                      15             1d12+wis (+1d8+wis/lvl)                             (10)  (16)  (15)   (18)  (14   (18)       40 feet floating
Syldra                                           15              2d8+wis (+1d8+wis/lvl)                               (16)  (16) (15)   (16)  (16)    (8)       45 feet flying 20 feet high
Basilisk                                        18              2d8+wis (+1d8+wis/lvl)                               (16)  (12)  (18)    (5)    (5)  (12)        30 feet or 45*
Carbuncle*                                  12              1d8+wis (+1d8+wis/lvl)                                 (0)  (12)  (12)  (12)  (12)  (18)        25 feet
Salamander                                14              2d8+wis (+1d8+wis/lvl)                               (18)  (16)  (14)    (8)    (8)  (16)         30 feet
Mateus                                        14              1d12+wis (+1d8+wis/lvl)                             (14)  (14)  (14)  (18)  (14)  (14)        30 feet or 45*
Ryoumen*                                   16              3d8+wis (+1d8+wis/lvl)                                (17)  (15) (16)     (5)    (5)  (16)        30 feet
Cuchulian*                                  10              3d8+wis (+1d10+wis/lvl)                              (15)   (8)  (10)     (0)  (15)  (10)        25 feet


Medium Espers (*require item)                  Hp*represents use of a full stat                    Str   Dex   Con   Int   Wis   Char    Mov Speed


(These three can be bonded) 
Efreet                                          16               3d6+*str(+1d8+str/lvl)                                  (17) (12) (16)    (8)   (8)  (18)           35 feet
Shiva                                           15               3d6+*int(+1d8+int/lvl)                                   (10)(16) (15)  (17) (16)  (15)           35 feet
Ramuh                                        14               3d6+*wis(+1d8+int/lvl)                                    (6)  (6) (14)  (16) (17)  (15)           35 feet


Odin*                                           17              4d8+*str (+1d8+str/lvl)                                   (17) (17) (17) (12) (12)  (15)          50 mounted, 30 +10*
Alexander*                                 16              6d10+*con (+1d10+con/lvl)                           (12)   (0) (16) (10) (16)  (10)          10mnt*, 20
Fenrir                                          12              4d8+*dex (+d8+dex/lvl)                                   (14) (17) (12) (12) (12)  (18)         45 feet +10*
Titan                                           16              6d10+*con (+2d6+con/lvl)                              (18)    (8) (16)   (8)   (8)  (15)         20 feet +40*
Whyte                                           *               *                                                                             (*)      (*)   (*)    (*)   (*)     (*)           *
Beelzebub                                 12               4d10+*int (+1d10+int/lvl)                                (12) (12) (12) (16) (14) (15)          30 feet Glide
Zeromus                                    16               4d10+*int (+1d10+int/lvl)                                  (8)   (0)  (16) (16) (16) (18)          25 float


Large Espers (*require item)                    Hp*represents use of a full stat                      Str   Dex   Con   Int   Wis   Char    Mov Speed


Leviathan*                                12              6d6+*int (+2d10+int/lvl)                                  (16)  (16)  (12)  (16)  (16)  (18)       30float, 60*
Quetzalcoatl                             14              4d8+*cha (+1d10+char/lvl)                             (12) (16)  (14)  (14)  (14)  (18)       40 fly,*50 fly
Phoenix form 1*                      12              1d12+wis (+1d10+wis/lvl)                                 (8) (13)  (12)  (13)  (13)  (12)       25 fly
Phoenix form 2*                      16              6d8 +*wis (+2d10+wis/lvl)                               (14) (16) (16)  (16)   (18)  (16)      45 fly
Garuda                                      14              4d10+*dex (+1d10+dex/lvl)                             (15) (18) (14)   (12)     (8)  (16)      45fly*+10, +10
Gaia*                                         16              3d20+*con (+1d10+con/lvl)                             (12)   (8) (16)   (15)   (18) (12)       20 grounded
Diablos*                                   16              4d10+*int (+1d12+con/lvl)                                (12) (16) (16)  (18)   (16)  (18)      *0-25,*map
Bahamut*                                17              10d8+*Str (+1d20+str/lvl)                                 (18)  (18) (17)  (17)   (18) (18)       50 fly
Asmodai                                  12              4d10+*cha (+1d10+cha/lvl)                              (15) (17)  (12)  (14)  (14)  (18)       35,+35
Belphegor                               16              4d10+*wis (+1d10+wis/lvl)                               (12) (14)  (16)  (17)     (8)  (12)       45 fly


Massive Espers (*require item)                    *represents use of a full stat                      Str   Dex   Con   Int   Wis   Char    Mov Speed


Alexander Perfect Form*     16             6d20+*con+*hp                                                     (18)   (0)   (16) (18) (16)    (0)       20 mounted 30 grounded
Hades Form 1***                   16             6d20+*int+*cons+*str                                          (18) (12)   (16) (18) (18)  (18)       60tele, ***
Hades Form 2*                      18              6d20+*int+*cons+*str                                          (18) (18)  (18) (18) (18)   (18)       80tele,***
Eden                                        16             10d20+*int+*hp                                                      (16) (14)  (16) (18) (18)  (18)        20 float*
Gilgamesh****                       14              8d20+*str+*dex+*cons                                        (18) (18)  (14)  (12) (12)  (18)       40
Zodiark*****                           18             10d20+*wis+int+*hp                                             (18) (18)  (18)  (18  (18)   (18)       45, teleport*


 

 

Basic Espers: Cast time is 6 seconds 


 

Sylph

Element: Wind
Size: small creature 1 foot tall
HP: 1d6+wisdom modifier (+1d4+wisdom modifier per level)
Armor Class: 10
Speed: 30 feet no height limit

Summon 3 small Sylph fairies 1 foot tall with. They may not leave 40 feet radius of their summoner or disappear. Speed 30 feet no height limit. Takes double dmg from fire.

Wind cut: Ranged attack 30 foot range 1d4+wis modifier wind dmg (+1d6 at levels 3, 5, 9 and 12), if they are within 15 feet of each other their attacks are combined into 1d8+wis if two are next to each other and 1d10+wis if all three are next to each other (+1d6 at levels 3, 5, 9 and 12) for the combined attack.

Healing aura: Any ally within 10 feet of them are healed for one 1d4+wis at the start of the ally’s turn this effect does not stack. (+1d4 at levels 3, 5, 9, and 12)

Silent wind: at the end of all their turns they may target a 10 foot square 50 feet from the summoner’s location to silence all creatures in the area, affected creatures must make a constitution saving throw or be silenced for one turn the area becomes difficult terrain for an hour non magical projectiles cannot pass through this area. All three sylph must not be incapacitated to do this and can only be used once every 3 turns. At lvl 12 this no longer has a cool down


 

Siren

Element: Water
Size: 5 foot tall Humanoid with wings
HP: 1d8 +wisdom modifier (+1d6+wisdom modifier per level)
Armor Class: 12
Speed:
20 feet over land and 40 feet in and above water 

Summon a beautiful flying siren playing a harp. Must remain within a 60 foot radius of the summoner or disappear. Resistance to water based attacks takes double damage from lightning attacks. Immune to confusion, sleep, intimidate and charm. All foes within 10 feet of siren are disadvantaged against her songs.

Vicious song: a ranged 60 foot attack that hits a 5 foot radius 1d4+int dmg (+1d4 per level above 1 maxing out at lvl 6 instead roll 2d8s+int) enemies hit must make a charisma saving throw or be unable to make a reaction until the end of their next turn.

Song of Golgotha: a haunting song can only be cast every 4 turns hits a 15 foot square up to 90 feet away Only strikes non friendly units deal 1d8+wis ( +1d8 at levels 3,5,7,9,12). Must make a charisma saving throw or become confused for 2 turns.

Song of Seduction: Charms all male units or units interested in females in a 40 foot cone infront Siren for up to 1 hour must make a charisma saving throw can only be used once per encounter


 

Kirin

Element: Radiant
Size: Slightly larger than a regular horse
HP: 2d12 +wisdom modifier (+1d8 plus wisdom modifier per level )
Armor Class: 14
Speed: 45 feet

Summon a Kirin a giraffe dragon, must remain within 60 feet from the summoner or vanish. Can be mounted only by the summoner immune to all status effects. Takes double dmg from necrotic dmg. Kirin will revive itself to half its max health upon death after 2 turns once per encounter.

Gore: Becomes a multi attack at level 3 1d8+str melee attack then strike with hooves for 1d6+str. when moving more than 40 feet gains momentum and has advantage on medium to small creatures.

Sacred Light: a blinding light is cast from Kirin’s entire body, foes within 30 feet must make a dex saving throw or be blinded for 2 turns. This light can brighten an area up to 45 feet around Kirin for 30 minutes. Blinding effect is only effective when cast, dispels transformations.

Holy Aura: passive: dispels one debuff from allies within 5 feet of Kirin this only takes effect when allies enter the area for the first time and must leave and reenter again to gain this effect again.


Golem

Element: Earth
Size: 8.5 feet tall
HP: 3d8+ full wisdom stat (+1d8 +wisdom modifier per level)
Armor Class: 12
Speed: 25

Summon an earth Golem must remain within 50 feet from summoner or disappear. Takes double dmg from wind and bludgeoning. Resistant to lighting dmg speed 25

Crush: melee attack raise one heavy arm and deal 2d6+str becomes a multi attack at level 4 an additional 2d6+str extremely slow hit roll 1d4 and subtract it from the d20 roll for each hit. Landing a critical failure will cause Golem to take an additional 1d4 dmg plus any punishment from the dungeon master.

Sentinel: Cast on an ally within 30 feet Share damage dealt to that one ally who must remain within 60 feet from golem and take half the damage they would take instead a new ally can be protected at the beginning of Golem’s turn or once the current ally being protected is killed. This does take up an action.

Rock throw: roll 1d4 Golem will take that damage to deal 2d6+str dmg in a 10 foot radius up to 45 feet away (+1d6 per level 3, 5, 7, 9 and 12). This can only be done once every 3 turns.


 

Phantom

Element: Necrotic
Size: Humanoid
HP: 1d12+wisdom modifier (1d8 +wisdom modifier per level)
Armor Class: 15
Speed: 40 feet floating

Summon a dark ghostly figure that is intangible.  Must remain 120 feet from the summoner or disappear. Takes double damage from radiant, fire, and lightning based dmg cannot be physically damaged. Speed 40 feet can pass through physical objects but not magical ones.

Haunt: 1d4+int ranged dmg becomes 1 d8 at+int level5 in a line up to 15 feet from Phantom foes are feared and must make a charisma saving throw or become intimidated. Phantom recovers half the dmg dealt with this attack.

Vanish: allies within 10 foot radius of Phantom become invisible until they take an action or are struck by an area of effect ability or spell, can only be used every 3 turns. Invisible allies are transformed in this state and cannot be perceived will succeed any and all stealth checks. Other transformations are cancelled.

Poltergeist: throw objects such as rocks furniture or branches at a 10 foot radius up to 30 feet away and deal 2d8+int dmg (+1d8 at lvls 3, 5, 9 and 15). Can only be used after a short rest.


 

Syldra

Element: Lightning
Size: A small dragon 8 feet long slightly larger than a horse
HP: 2d8 +wisdom modifier (1d8 +wisdom modifier per level)
Armor Class: 15
Speed: 45 feet can fly up to 20 feet off the ground

Summon a mountable dragon that can fly.  must remain 60 feet from summoner or disappear. Tires out while carrying someone and must land after 3 minutes of flying must take a short rest and stay grounded for 5 minutes in order to fly again. Immune to lightning dmg takes double dmg from earth dmg.

Multi-attack: Bite, Claw and tailwhip Bite 1d6+str claw 1D4+str tail whip 1d6+dex

Disintegrating Breath: 2d8+wis modifier in a 30 foot cone +1d8 per level 3, 5, 7, 9 and 12 can only be used every 3 turns must make a constitution save or take full damage and become stunned for one turn

Shock armor: Passive ability when taking damage from a metal melee weapon the attacker takes 1d4 (+1d4 per lvl above 5) dmg and must make a str saving throw or become stunned for 1 turn.


 

Basilisk

Element: Poison
Size: 10 foot long serpent
HP: 2d8 +wisdom modifier (1d8 +wisdom modifier per lvl)
Armor Class: 18
Speed: 30 feet over land 45 feet in water

Summon a large serpent 10 feet long with hard armor  must remain within 50 feet of the summoner or disappear. Immune to poison damage and poison.

Multi attack: Poison bite 1d8+str and can poison 1d6 for 2 turns. Tail whip 1d6+dex at lvl 3

Petrifying Gaze: 45 foot cone stuns all units in a 45 foot cone that are facing the basilisk must make a charisma saving throw or be stunned for 2 turns. 2 turn cooldown

Poison Blast: 20 foot line must make a dex saving throw or take full 2d6 dmg +1d6 per level above 3 can only be cast every 3 turns poisoned for 1d4 (Becomes 1d8 at lvl5).


 

 Carbuncle

Element: Radiant
Size: size of a raccoon
HP: 1d8+wisdom mofier (+1d8 +wisdom modifier per lvl)
Armor Class: 12
Speed: 25 feet

Summon a carbuncle with a prominent ruby gem on its forehead.  must remain 35 feet from summoner or disappear. Size of a raccoon. Requires a magically imbued mirror to summon. Carbuncle’s gem glows in dark areas dimly illuminating a 20 foot cone in red light.

Crimson Light: the gem on its forehead shines brightly 30 foot cone infront of carbuncle are dazed or blinded for 1 turn flip a coin to decide. This cannot be avoided and can only be used once every other turn.

Ruby Light: Protect all allies within 30 feet of carbuncle from a selected elemental dmg type. At lvls 3,5,7,and 12 add an additional dmg type for 10 minutes. Once the dmg type is used on an ally it no longer has protection from that dmg type. Can only be used once per encounter. Instantaneous.

Carbuncle Aura: allies within 5 feet of carbuncle are advantaged on dex saving throws.

Protect: select an ally within 30 feet that ally takes half dmg from physical attacks for 1 minute this is a concentration spell for Carbuncle. The ally must remain within 60 feet of carbuncle and cannot break line of sight.

Shell: Select an ally within 30 feet, that ally takes half dmg from spells for 1 minute this is a concentration spell for Carbuncle. The ally must remain within 60 feet of carbuncle and cannot break line of sight.


 

Salamander

Element fire
Size: slightly bigger than a regular human
HP: 2d8+wisdom modifier (+1d8 +wisdom modifier per level)
Armor Class: 14
Speed: 30

Summon Salamander a creature with the upper body of a handsome man and the lower body of a fiery salamander must remain within 45 feet radius of the summoner. Immune to fire dmg takes double water dmg

Dual Wield: Slashes an opponent with two swords in a 10 foot cone 2d8 inflicts burn dex saving throw.

Heat Wave. Burn all targets within 10 foot radius of Salamander for 1d4 and inflict a heavy burning effect of 1d8 (+1d8 for lvls 3,5,9, 12, and 15) for 4 turns must make a charisma saving throw. Can be cast once every 3 turns opponents can make a dex saving throw each turn to put out the fire at the end of their turn.

Burning Aura: opponents that begin their turn within 5 feet of Salamander take 1d4 fire dmg increased to 1d8 at lvl 5.

Evil Flames: Target four 10 foot squares within a 60 foot radius of Salamander or the summoner all targets take 2d10+wis (+1d8 per lvls 3, 5, 9, and 15) must make a dex saving throw or take full damage and 1d8 burning dmg for 2 turns can only be used once per encounter


 

Mateus

Element: Water
Size: 8 foot tall and 12 feet wingspan
HP: 1d12+Wis (+1d8 per lvl+wis)
Armor Class: 14
Speed: 30 feet over land 45 feet in and over water 

Summon a handsome four armed man with fish for wings holding a Massive Halberd  must remain within 60 feet of the summoner. Floats 5 feet from the ground 3 Immune to water dmg takes double lightning dmg.

Halberd Swing: 15 foot cone 1d8+str inflicts root for one turn on failed con saving throw.

Halberd Thrust: one target in a 20 foot line 1d10+str additional action on critical hit this attack crits on a dice roll of 17 and over the additional action cannot be Halberd Thrust.

Freezing Aura: opponents that begin their turn within 5 feet of Mateus take 1d4 water dmg increased to 1d6 at lvl 5 on a failed cons saving throw are rooted for one turn

Frost spear: Create a spear of ice around the halberd target a 20 foot line within 60 feet dealing 2d8+wis dmg, additional spears are created at lvl 5 10 and 15 hitting all targets in the line must make a dex saving throw or be stunned for 1 turn can only be cast once every 2 turns. Additional spears can target the same location.

Flash Freeze: Target a 30 foot square 40 feet tall within 80 feet Dealing 4d6+wis (+1d8 per lvl 3, 5, 9, 12 and 15) that area is struck with massive chunks of ice and water. All fires in the area are doused and the area becomes difficult terrain for 3 turns. Can only be used once per encounter.


 

Ryuomen

Element: Lightning
Size: 8 foot tall Humanoid
HP: 3d8 +wis (+1d8+wis per lvl)
Armor Class: 16
Speed: 30 feet

Summon the conjoined demon Ryomen red bodied on one side and Blue on the other a human blue head and a demonic red head.  Must remain within 40 feet of the summoner or vanish. Requires an exotic feather and a cocatrice claw to summon these items are not expended in this process.

Shock: 40 foot ranged attack striking a 10 foot vertical line 1d6+str dmg roll to hit. Cons saving throw or be dazed for 1 turn

Thunderous roar: the Blue head makes a booming shout, 10 foot square within 60 feet all targets are intimidated charisma saving throw, this is an additional action after any action made

Flash: 30 foot horizontal line within 40 feet all targets must make a dex saving throw or be blinded for 2 turns and take 4d4+str dmg.

Electric Tornado: (Concentration for 1 minute) Create a 10 foot radius tornado made of lightning and wind within 60 feet can be moved in any direction up to 40 feet for 1minute. All targets take 2D8+str (+1d8 at lvl 3, 5, 7, 9, and 12) can be cast twice per encounter.


 

Cuchulian

Element: Acid
Size: 8 foot tall very wide 10 foot wide
HP: 3d8+wisdom modifier (1d10+wisdom modifier per lvl)
Armor Class:10
Speed: 25 feet

Summon a fat blob of a creature with a foul scent a wide Grin and a fake gold crown made of Titanium.  Must remain within 45 feet of the summoner or vanish. Requires a vial of poison to summon. Takes half dmg from physical attacks. Takes double dmg from water and earth spells and triple from fire dmg. Fire dmg will ignite Cuchulian dealing 1d4 burning dmg per turn until doused. Immune to poison and absorbs acid dmg

Acid breath: 10 foot cone targets must make a cons saving throw or take full 3d4 dmg and have their AC reduced by half two turns and become prone.

Absorb creature: Cuchulian grapples a prone medium to small size enemy and absorbs them into his body deals 2d8 acid dmg (+1d6 per lvl 3, 5, 9, 12 and 15). Opponent must make a str saving throw at the start of its turn to free itself on success the target is prone for one turn and exits up to 10 feet from Cuchulian. If Cuchulian is critically struck the trapped creature is freed.

Acid body: counter passive, opponents that strike Cuchulian with a melee weapon must make a dex saving throw or take 1d4 acid dmg increased to 1d10 at lvl5

Explode: (reaction) upon death is automatically cast or can be cast by Cuchulian of his own volition or if he becomes taunted (*upon being taunted roll for a charisma saving throw if it fails Cuchulian will cast explode after 1 turn nothing can stop this from happening). Cuchulian self-destructs and deals heavy dmg in a 20 foot radius to all targets 4d10 +Wis (+1d10 per level above 5) opponents must make a cons saving throw or take full damage and are prone for 1 turn can only be cast once per encounter Cuchulian is KOed all targets that did not succeed the saving throw are covered in Cuchulian’s fluids and will take double fire damage for one turn.

 


 

Medium Espers: Cast time is 12 seconds

 Ifreet, Shiva and Ramuh can be bonded to the summoner.


 

Ifreet:

Element: Fire
Size: 8 foot tall humanoid
HP: 3d6 + flat strength stat (1d8+str modifier per level)
Armor Class: 16
Speed: 35

Summon a humanoid demonic being must remain 45 feet from summoner or disappear. Absorbs fire dmg takes double dmg from water.

Multi attack: Bite and 2 Claw attacks 1d8+str and 2d6 +str

Meteor Strike: a ranged attack summoning up a large meteorite that hits a 10 foot square up to 40 feet away dealing 2d8+str modifier (+1d8 at lvls 3, 5, 7, and 12) this does not require a rest to use. Units hit must make a str saving throw or take full dmg and be knocked back 10 feet.

Hellspawn: Ifrit can conjure a fire elemental within 30 feet of its location in an empty space or ontop of a small creature. The elemental will have half of Ifrit’s current hp as its own. 5 turns to cast again can have a maximum of 2 elementals conjured this way. If Ifreet dies they also vanish

  • Armor Class 13
  • Hit Points 1/2 of Efreet’s current hp
  • Speed 30 ft., fly 30 ft. (hover)
  • STR          DEX          CON         INT          WIS         CHA
  • 10 (+0)    17 (+3)    16 (+3)    6 (-2)       10 (+0)    7 (-2)
  • Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10

Hellfire: all non allied units wihin 30 feet of Ifreet takes 4d8 (+1d8 at lvls 3, 5, 7, and 12) take 1d4 burning dmg for 3 turns this is increased to 1d6 at lvl5 this can only be used once per encounter. 


 

Shiva

Element: Water
Size: 7 foot tall Humanoid
HP: 3d6 +Flat INT stat (1d8 +INT modifier per lvl)
Armor Class: 15
Speed: 35 feet

Summon a humanoid woman covered in ice  must remain 45 feet from summoner or disappear. Speed 35. Absorbs water/cold dmg takes double dmg from fire.

Multi Attack: Kick, punch, Drop kick 3d6 +dex

Heavenly Strike: A ranged attack summoning up a large chunk of ice above a 10 foot square up to 60 feet away dealing 2d6 +int modifier (+1d6 at lvls 3, 5, 7, and 12) Units hit must make a dex saving throw or take full dmg and be rooted for 1 turn. Can be cast every other turn

Ice Soldiers: Shiva can conjure 3 Ice Gladiators anywhere within 30 feet of herself in an unoccupied space. (see Gladiator monster for more info) they take action immediately after Shiva, if Shiva is killed they are also killed. At lvl 1 Shiva can have a max of 3 Ice Soldiers, at lvl 10 she can have 6 and at lvl 15 she can have 9 Ice soldiers out at once

  • AC: 16
  • HP: ½ of Shiva’s current hp to a maximum of 50
  • Speed: 25 feet
  • STR          DEX          CON         INT          WIS         CHA
  • 18 (+4)    15 (+2)    16 (+3)    0 (-2)       0 (-2)    0 (-2)
  • Damage Resistances none
  • Damage Immunities water/cold
  • Condition Immunities charm, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
  • Senses darkvision 30 ft., passive Perception 10

Each one carries a basic spear that deals cold dmg special effect can root a target on hit str saving throw. Upon death opponents within 5 feet of the dying ice soldier must make a dex saving throw or take 1d6 dmg and be rooted for 1 turn.

Blizzara: Select 3 units or one target three times within 80 feet and deal 1d12+int water/cold dmg can be cast 3 times per long rest, she can target herself to heal herself.

Diamond dust: All non allied units in 45 foot cone takes 4d10 (+1d10 at lvls 3, 5, 7, and 12 must make a dex saving throw or take full dmg and be rooted for 2 turns. Shiva can target one unit to take a str saving throw or be frozen(stunned) for 2 turns. Can only be used once per encounter.


 

 Ramuh

Element Lighting
Size: 6foot tall Humanoid
HP: 3d6 +Flat Wis stat (1d8 +wis per lvl)
Armor Class: 14
Speed: 35 feet floating 1 foot off the ground

Summon an old humanoid sage  must remain 45 feet from summoner or disappear. Absorbs lightning damage takes double damage from earth based attacks.

Lightning strike: a ranged attack strikes up to 60 feet away dealing 1d8+int. Roll d20 to hit Target must make a constitution saving throw or be stunned for 1 turn objects obscuring line of sight cannot block this such as thin walls, a tree or shields unless imbued with magic properties.

Heaven’s Mercy: Strike 10 foot radius around Ramuh dealing 2d6 (+1d6 at lvl 3, 5, 7 and 12) dmg to non allied units must make a con saving throw or take full dmg, be knocked back 5 feet. 3 turns to recast. Instantaneous.

Acolyte of Justice: Ramuh conjures a (Lightning Elemental see monster page for mor information). If Ramuh dies the Elemental also disappears. Ramuh can only have 1 elemental conjured at a time.

  • Armor Class 13
  • Hit Points Half of Ramuh’s current hp
  • Speed 0 ft., fly 90 ft. (hover)
  • STR          DEX          CON         INT          WIS         CHA
  • 10 (+0)    20 (+5)    16 (+3)    6 (-2)       10 (+0)    7 (-2)
  • Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
  • Damage Immunities lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10

Judgement Bolt: Strike a 30 foot square up to 120 feet away dealing 3d8 dmg +wis (+1d8 at lvl 3, 5, 7, 9, and 12) to all non allied units. A cloud forms if outdoors for an hour, Any units below the 20 foot radius cloud and 5 feet can be targeted twice by Ramuh with Lightning strike can hit any target up 60 feet from the cloud with Lightning strike twice. This cloud is a concentration spell for Ramuh. Can only be used once per encounter.


Odin

Element: Necrotic
Size: 7 foot tall Humanoid Mounted on a large Horse
HP: 4d8 +flat STR stat(+1d8 +Str modifier per lvl) 
Armor Class: 17
Speed: 50 feet while mounted and 30 feet unmounted

Summon a legendary knight on horseback Speed 50 Mounted 30 unmounted. Can move again up to 15 feet after taking an action even after moving the full 50 movement. Must remain within 120 feet from summoner. Odin’s Horse is intangible to non-allied units and cannot be injured with non magical means. Requires a piece of bone to summon and one broken sword only the bone is consumed in this process. must use a humanoid bone to summon.

Trample: Pick up momentum after moving more than 40 ft and deal dmg in a 15 foot line knocking down medium sized foes to the ground and making them prone deal 1d6 str/

Multi attack: Knock down 1d6 Sword 1d8, Spear 1d8 in a 10 foot line0.

Gungnir: Throw a legendary spear hitting in a straight line in front up to 30 feet starting 5 feet from Odin dealing 3d8 (+1d8 at lvls 6, 9, 12, 15) must make a dex sav throw or take full dmg and become prone.

Zantetsuken: strike a 20 foot cone infront of Odin 8 times dealing 1d10 for each strike can only be used once per encounter. All targets must make a dex saving throw or be knocked back 5 feet for each strike. Losing 1d4 dmg for every 5 feet they are pushed back.


 

Alexander

Element: Radiant
Size: 12 foot tall Machine that takes up a 5 foot radius
HP: 6d10 +Flat Cons (+1d10 per lvl above 5)
Armor Class 16
Speed: 20 feet unmounted 10 feet mounted

Summon a large Castle like machine that takes up a 5 foot radius 20 mov speed can be mounted by the summoner while mounted the summoner takes half of any incoming dmg and shares the other half to Alexander but movement is reduced to 10 and takes normal dmg from lightning dmg. Extremely heavy cannot cross wooden bridges or frail constructs. Must remain within 60 feet of the summoner or vanish. Requires a item imbued with radiant magic to summon and 1 watch or clock.

Oppressive volley: strike a ranged attack of radiant dmg up to 60 feet away in a 15 foot square dealing 2d8 (+1d8 per lvl 6, 9, 12 and 15) must make a dex saving throw or be blinded and take full dmg. Alexander cannot move after using this basic attack for 1 turn and heals itself 1d6 during the turn it cannot move.

Mighty Guard: Concentration for up to 10mins all allies within a 10 foot radius of Alexander take half dmg from physical dmg and one elemental dmg type. Can only be cast once after a short rest.

Holy Judgment: all foes in a 30 foot square up to 90 feet away take 4d10 (+1d10 at lvls 6, 9, 12 and 15) this can only be cast once per encounter. All foes buffs are dispelled. Any allies in this area if they are debuffed are cured of one ailment of their choice.


 

Fenrir

Element: Wind
Size: Size of a regular horse.
HP: 4d8 +Flat Dex stat (+1d8 +dex modifier per level)
Armor Class:
12
Speed: 45 feet

Summon a large direwolf the size of a horse Speed 45 ft can move again after taking an action up to 10 feet. Must remain within 50 feet of the summoner or vanish. Becomes invisible to non allied units when not moving and gains advantage on dex saving throws. Fenrir can be mounted or charmed by Celestial beings only

God Bite: 2d8 +Dex modifier (becomes 3d8+dex modifier at lvl 10) bleeding effect +1d6 at the end of turn until healed cons saving throw (bonus action on critical hit this attack crits on rolls of 18 and over) cannot use God Bite as the bonus action.

Pounce: 1d8+Dex melee can jump up to 10feet from current location.

Blood moon: create images of itself made of wind that deal dmg to one target 3d8 +dex +1d8 per lvl, 6, 9, 12, and 15. Between 20 feet 120 feet away must make a constitution saving throw or become grievously wounded taking bleeding dmg of 1d6 per turn until healed with a healing spell. Can only be used once every 3 turns.

Devour: Fenrir can devour a dead body to heal: 1d12 +cons 3 turn cool down

Howling moon: double the movement speed of all allies for one turn that hear this cry within 80 feet and gain advantage on str and dex throws for 10 minutes can only be used once every 10 minutes.

Pack mentality Aura: allies that start their turn within 10 feet of Fenrir gain +5 feet movement.


 

Titan

Element: Earth
Size: 12 foot Humanoid
HP: 6d10 +Flat Cons (+1d8 +cons per lvl)
Armor Class: 16
Speed: 25 feet can jump up to 40 feet away instead

Summon a 12 foot man carrying a massive boulder, absorbs earth dmg takes double water dmg.

Throw: Titan must take 1d4 dmg to use this. Deal 4d8 (+1d8 per lvl 6, 9, 12, 15)bludgeoning dmg in a 10 foot square up to 50 feet away after 2 turns of resting.

Rest: recover 2d8 and take half incoming dmg for one turn cannot move after using this ability.

Gaia’s Wrath: Titan must take 1d12 dmg to cast this if you do not have enough hp cannot cast and titan takes half the dmg he would have taken anyway. Titan jumps into the air and smashes the giant boulder into the ground all targets in a 40 foot square take 4d10 dmg (+1d8 per lvl 6, 9, 12, 15) and must make a dex saving throw or are stunned for 2 turns and take full dmg. Can only be used once per encounter. After this is cast throw can be used without resting.

Protector’s Aura: All allies within 10 foot radius gain advantage on str, cons, and dex saving throws this does not affect Titan.


 

Whyte

Element: Necrotic
Size: Appears as a 6 foot tall humanoid when first summoned
HP: *
Armor Class: *
Speed: *

Summon a blank void colored humanoid that takes the appearance of one of your allies summoned within 10 feet of the ally. It will mimic their abilities and current health and be under the control of that ally cannot cast spells that require items. Can mimic basic weapons, specialized magic weapons cannot be mimicked. Hp same as targeted ally. Whyte will not be able to target the summoner even with healing spells or while under a controlling effect. If the ally dies summoner must select another ally within 30 feet for Whyte to mimic or it will vanish. There is no range limit for this Esper once it is mimicking an ally. Cannot mimic boss level monsters when attempting to mimic an enemy must succeed a wisdom throw against their armor class. If all other espers are KOd and this creature is summoned it will attempt mimic the most recent Esper summoned and must succeed an int saving throw against your own spell DC if not it will resume mimicking an ally upon a critical failure on this attempt it will turn into a 10 hp blob that has 15 speed and 1d4 dmg that takes double dmg from all dmg types.


 

Beelzebub

Element: Poison
Size: 8 foot tall humanoid standing
HP: 4d10+flat Int dtst (+1d10+int modifier per level over 5)
Armor Class: 12
Speed: 30 feet glide

Summon a three headed demon one head has its eyes sewn shut, one head has its mouth sewn shut, and one has its ears sewn shut. With a hairy bull like body and moth wings though it cannot fly it has 3 pairs of arms. Immune to status effects.  Takes double dmg from fire immune to poison.

Unspoken Horrors: Beelzebub opens its sewn shut mouth but no sound is heard 15 foot line ahead of Beelzebub all targets take 1d6 dmg and must take a constitution saving throw or become silenced

Unseen Madness: Beelzebub Opens its sewn shut eyes casting a black light in 10 foot cone targets take 1d6 dmg and must take a constitution saving throw or become Blinded

Unheard Sorrows: Beelzebub un-sews its ears and a sound radiates from it opponents in 5foot radius take 1d6 dmg and become confused.

Underworld Prayer: Beelzebub opens all his eyes remove all debuffs and buffs from an ally and inflict the same effects onto an opponent within 60 feet of eachother and within 60 feet of Beelzebub and vice versa.

Underworld Song: Beelzebub’s heads all open their mouths but no sound comes out. Target 3 opponents within 60 feet and 3 allies within 60 feet opponents must make a wis saving throw or take 2d8 dmg (+1d8 per lvl, 6, 9, 12 and 15) or take full dmg and become dazed. Targeted allies are healed for half the dmg dealt. Can be cast every 3 turns.

Underworld Dance: Beelzebub opens all sewn orifices and dances while grinning and flapping its wings. All foes in a 35 foot cone ahead of Beelzebub take 4d8+int modifier dmg (+1d10 per lvl, 6, 9, 12 and 15) Healing Beelzebub for the half total damage dealt that any overheal becomes a temporary shield that lasts for 3 turns. All opponents must make a Wis saving throw or become silenced, blinded and confused this can only be used once per encounter.

 


 

Zeromus

Element: Acid
Size: 8 foot tall Floating Statue 1-3 feet off the ground
HP: 4D10+flat int (+1D10 per lvl over 5)
Armor Class: 16
Speed: 25 feet floating

Summon a black/violet Floating statue that glows dimly that has the appearance of an angelic woman with one wing broken off an arm draped over one wing and one covering its eyes.  Immune to status effects takes half Elemental dmg. Takes double dmg from all physical attacks Melee attempts on Zeromus are disadvantaged.

Gravity Bind: Target a 10 foot line up to 30 feet away all targets take 1d12 dmg cons saving throw or have armor class halved for 1 turn.

Pull of the Earth (this is an additional action at the end of Zeromus turn) Pull in all opponents within 30 foot radius of Zeromus by 5feet str saving throw

River Styx: Concentration up to 1 minute all oponents within 15 feet of zeromus take 1d6 dmg at the start of their turn at the start of Zeromus turn all opponents must make a cons saving throw or take 1d8 acid dmg.

Hell Cannon: Zeromus floats up and targets its base in one direction all foes in a 10 foot by 30 foot line Take 4D8 dmg (+1d8 per lvl 6, 8, 12 and 15) must make a Cons Saving throw or have armor class cut in half for 3 turns. Opponents at the end of this 30 foot line take an additional 1d8 dmg and are pushed back 5 ft. This can only be cast again after Charging the cannon for 3 turns.

Charge Cannon: Heal 1d4 (+1d4 per lvl to a max of 8 dice) Zeromus must roll vs summmoner’s spell DC to gain a charge


 

Large Espers cast time 24 seconds


 

Leviathan

Element: Water
Size: a 30 foot serpent coiled around in a 15 foot square
HP: HP 6d6 +Flat Int (+2d10 per lvl)
Armor Class: 12
Speed: 30 feet over land flying or 160 feet in and above water

Summon a massive creature takes up a 15 foot square of the sea can fly cannot be mounted unless over water. Requires a dragon scale to summon. Absorbs water dmg and take double lightening dmg. Partial intangibility takes half dmg from physical attacks. When being targeted by a physical attack the attacker must roll 1d4 and subtract that from their hit roll. This creature is very violent and may attack its own summoner. Requires concentration to keep it from attacking its own summoner. Leviathan can be the only summon out when summoned other summons vanish. Must remain within 80 feet from the summoner or vanish. Drops two blue dragon scales upon death.

Multi attack melee: Bite crush and tailwhip, bite 2d6+str crush 1d8+str and tailwhip 1d10+dex

Sweep: strike a 10 foot cone in any direction and knock down all targets within 10 feet and deal 1d6 +dex dmg this is an additional action after using multi attack or any other ability. Must make a str save or become prone.

Water Canon: hit a 10 foot square with a deluge of water up to 30 feet away 2d8+dex must make a cons saving throw or be knocked back 10 feet and take full dmg any fires in the area are doused.

Water Sprout: can only be used in an area with water. Summon a pillar of water from a body of water within 30 feet of Leviathan hitting an area of 5 foot radius and up to a 60 foot height and move it up to 60 feet in any direction. Anything caught in this take 2d8+wis dmg (+1d8 per lvl 6, 9, 12 and 15) no projectiles can pass through. Concentration for Leviathan for up to 3 minutes. The area becomes impassable and small fires it passes through are doused.

Tsunami: Leviathan strikes the area in front of it of 15 feet by up to 30 feet with an overwhelming amount of water dealing 4d10 (+1d10 per lvls, 6, 9, 12, and 15) changing its location at the other side of the 30 foot area targets must make a str saving  throw or become prone and take full dmg. Can only be used once per encounter. Any fire in the area are doused.

Vampiric Serpent: Leviathan heals for half the maximum hp of any opponent it defeats and can create a temporary shield hp of any opponents he defeats this does not stack for multiple opponents only the most recent kill. And if multiple targets die takes the one with the most hp for up to an hour.


 

Quetzalcoatl

Element: Lightning
Size: 5 foot tall 14 foot wingspan
HP: 6d6 +Flat charisma  (+2d10 per lvl)
Armor Class: 14
Speed: 40 feet no height limit increased to 60 within tornado AOE or within a storm.

Summon a large bird like diety. Quetzalcoatl is unaffected by wind or lightning spells or difficult terrain. Mov speed increased to 60 feet within tornado. Can only be summoned outdoors Absorbs wind dmg takes double Dmg from Fire. no range limit

Bolt shock: Deals 2d10 Lighting dmg to a 10foot radius around it deals double dmg when moving more than 40 feet. Charisma saving throw or become stunned.

World Ending Tornado: Creates a Mass of swirling wind in a 30 foot radius up to 40 feet away dealing 1d4 wind dmg to everything in the area on their turn. The area becomes difficult terrain projectile weapons are disadvantaged for 3 minutes this is a concentration spell and can be moved 20 feet in any direction every turn. Must make a str throw to exit the edge of this area. Can be cast after a short rest

Thunderstorm: Within The Tornado’s area of effect can strike three 15 foot lines with lightning dmg 3d10+charisma modifier (+1d10 per level 6, 9, 12, 15) this does not stack if you select the same area twice can be Cast every 2 turns. Roll to hit. Outside tornado’s area strike only 1x15 foot line

Stormy Aura: All melee and bow type weapon attempts against Quetzalcoatl are disadvantaged


 

Phoenix

Form 1

Element: Fire
Size: 3foot tall bird 6 foot wingspan
HP: 1d12 +wis modifier (1d10 +wis modifier per lvl)
Armor Class: 12
Speed: 25 feet flying 60 feet into the air

Summon a small baby Phoenix, requires a rare exotic feather to summon. Shines brightly in a 20 foot radius Basic attacks within this range are disadvantaged. Upon death Takes its second form. Resistant to fire dmg. Takes double dmg from water. Phoenix Heals for 1d4 at the start of its turn. No range limit from summoner. When an ally is downed Phoenix can move 25 feet immediately but may not take an action.

Phoenix Life: Upon dying in form 2 Phoenix resurrects after 3 turns as form 1 dealing 1d8+wisdom modifier dmg to all foes within a 20 foot radius and heals all allies 1d8+wisdom modifier

Sacred Fire Gust: Select a 5foot radius area up to 60 feet away dealing 1d8+wis dmg and inflict burning to foes and heal allies 1d6+wis

Phoenix Tears: Target an ally within 30 feet all status ailments are removed: roll to hit against spell dc

Burning Aura: opponents that begin their turn within 5feet of Phoenix take 1d8 fire dmg

Healing Aura: Allies within 10 feet of Phoenix heal for 1d6 at the start of their turn.

Cura: Heal allies within a 15 foot radius up to 30 feet away for 3d8+wisdom modifier (+1D8 per lvls 6, 9, 12, and 15) can only be used once every 3 turns

Mercy: Spare the dying: Touch an ally with 0 health but still alive they become stable with 1 hp. a downed ally in range can touch Phoenix to automatically succeed one death throw.

Phoenix Death: Upon dying Becomes a small ball of fire for 3 turns burning brighter at the end of each turn retains its aura effects this fire cannot be doused or affected in any way. Lighting an area of 20 foot radius with bright light gaining 5 feet each turn.

Form 2

Element: Fire/Radiant
Size: 6 foot tall bird 12 foot wingspan
HP: 6D8 +Flat Wisdom stat (1d10 +wis modifier per lvl)
Armor Class: 16
Speed: 45 feet flying up to 80 feet into the air

At the end of three turns after dying in the first form. Phoenix Remerges from the Brightly burning ball of fire in a violent explosion. Shines brightly in a 30 foot radius Basic attacks against Phoenix form 2 in this range are disadvantaged. Upon Death returns to a small ball of fire. Phoenix form 2 heals for 1d6 at the start of its turn. Absorbs fire dmg Immune to radiant dmg immune to all conditions. Takes double water dmg. No range limit when an ally is downed Phoenix can move 25 feet immediately but may not take an action. 2nd form drops 2 rare exotic feathers upon death.

Phoenix Fire (Upon resurrecting into second form):After the three turns ends when form 1 dies Phoenix explodes from its ball form and deals heavy radiant dmg 4d10 (+1d10 at lvl 6, 9, 12 and 15) to all foes within 20 foot radius heals all allies within 20 foot radius for 2D12 (+1d8 per lcl 6, 9, 12 and 15). Can only be used once per encounter.

Sacred Fire Blast: Target a 10 foot radius up to 60 feet away dealing 1d10+wis dmg inflict burning to foes and heal allies for 1d8+wis

Phoenix Cry: 15 foot radius of itself cure all status ailments of all targets within its range can only be used once after a short rest.

Curaga: 15 foot radius up to 30 feet away: 3d10 (+1d10 per lvl 6, 9, 12 and 15) can only be used once every 3 turns

Resurrection: Select a 20 foot radius within 60 feet all downed allies in the area are stabilized and healed for 2d10 targets must roll to fail against summoner’s spell DC can only be used once per long rest. If an ally is within 5 feet of Pheonix they may automatically gain 1 death roll.

Sacred Flames: (concentration 3 minutes) Conjure 3 extremely bright beams of light that deal radiant dmg (2d12+wis) (+1d12 per lvl 6, 10, and 15) each beam targets a 5 foot square up to 80 feet into the air can be cast within a 60 foot radius. Each beam can be moved 30 feet in any direction (works the same way as moon beams) dispels any buffs or debuffs of anything it passes through. An opponent starting its turn in this light must make a saving throw or take full dmg. These beams can target the same location and stack dmg. Can be used after a long rest.

Burning Aura: opponents that begin their turn within 10feet of Phoenix take 1d4 fire dmg

Healing Aura: Allies within 15 feet of Phoenix heal for 1d8 at the start of their turn.

Phoenix Death: Upon dying Becomes a small ball of fire for 3 turns burning brighter at the end of each turn retains its aura effects this fire cannot be doused or affected in any way. Lighting an area of 20 foot radius gaining 5 feet each turn. When Phoenix form 2 dies it is resurrected as Pheonix form 1 however it cannot resurrect again as form 2 per 24 hours.


 

Garuda

Element: Wind
Size: 6 foot tall male humanoid with 15 foot wingspan
HP: 4d10+Flat Dex stat (1d10 +dex modifier per lvl)
Armor Class: 14
Speed: 45 feet flying no height limit

Summon a 4 winged humanoid with green hair and glowing red eyes wearing a tengu mask and golden armor. Surrounded by a wind barrier. . Speed 45 ft movement flying no height limit. Absorbs wind dmg takes double fire and lightning dmg.

Gale Cut: Spins in the air and throws a wind blade between 10 and 60 feet in a horizontal 15 foot line Deals 2d8+dex. Cons saving throw or be knocked back 10 feet

Dust Devils: (Concentration 1min) Garuda Flaps its wings violently to create 2 mini tornadoes in a 40 foot radius targeting 2 10 foot squares 2d8+dex (+1d8 per lvl 6, 9, 12 and 15) at the start of each turn Garuda can move them 30 feet in any direction, dmg does not stack on overlap. Dex saving throw or become confused for 1 turn. Terrain becomes difficult within the 20 foot square. Can be recast after a short break

Grand Cross: Garuda flies up and Launches a 30 foot cross of wind moving so fast it cuts and burns the air creating a bright white beam of air at a range between 10 feet and up to 120 feet 4d10+Dex (+1d10 per lvl 6, 9, 12 and 15) Dex saving throw or become prone for 1 turn. Armor class is halved for 1 turn. Can only be used once per encounter.

Aeraura Barrier: Blocks 3 single target hits. At the beginning of the opponents turn within 10 feet of Garuda must make a str saving throw or be pushed back 5 feet. Once broken Garuda gains +10feet to move speed and may move an additional 10 feet after taking an action. This barrier reforms after 2 turns.

Vicious Wind: (passive) Any area between Garuda and its target in a straight line takes 1d4 dmg, increased to 1d6 at lvl 10. Does not work with Aura dmg as they do not target

Hurricaine Aura: All targets within 20 and 30 feet of Garuda take 1d6 dmg at the start of their turn .

 


Gaia 

Element: Earth/Radiant
Size: A 7 foot tall pregnant woman growing out of a Male humanoid face Made entirely of earth, branches flowers and rocks takes up a 10 foot square
HP: 6d10s +Flat Constitution stat (+1d10 +cons per lvl)
Armor Class: 16
Speed: 20 feet locked to the ground

Summon the mother Gaia, requires a 7 foot oak log to summon. A very slow but extremely powerful being. Speed 20 cannot jump can only travel over where there is ground cannot cross water or bridges, summoner must maintain concentration or Gaia will become an angry Titan that is will attack anything within range for 2 turns. Regaining concentration will transform her back to herself there is no range limit for this Esper. Takes Double dmg from wind and water spells absorbs earth and radiant dmg .

Gaia’s Rage: Upon summoner losing concentration Gaia transforms into a Titan with the same abilities as the esper Titan. It then begins attacking the closest target within range cannot use Gaia’s wrath. Regaining concentration will Transform her back and heal her for 2d8.

Gaia’s Blessing: (Passive)40 foot radius from Gaia Heal all targets friend or foe 1d4 at the start of their turn. Terrain 20 feet radius around Gaia becomes difficult for non-allied creatures.

The Mother’s Gift: Dispel any buffs on foes and within a 20 foot radius from Gaia and heal all allies in range for 4d10 (+1d8 per lvls 6, 9, 12 and 15) can be cast every 3 turns remove one debuff from all allies in range (enemies must make a Wis saving throw against spell DC to avoid dispel).

Superior Entanglement: (Concentration) 30 foot square up to 90 feet away Gaia conjures up massive roots from the ground, foes must make a str saving throw or become entangled for 3 turns. Deals 3d8+con modifier (+1d8 per lvl 6, 9, 12 and 15 dmg) on initial cast and 1dd+ con modifier each turn an opponent remains entangled. Can only be cast after 3 turns upon the three turns ending Gaia can move this area up to 30 feet in any direction. Terrain becomes difficult.

Wrath of the Land: 4d10+Wis (+1d10 per lvl 6, 9, 12 and 15) 45 foot cone starting up to 10 feet away. Gaia sends shockwaves through the ground and deals heavy dmg unfriendly units must make a Cons saving throw or become prone Affected area becomes difficult terrain permanently. Can only be used once per encounter.

Mother’s Protection: Gaia Selects 2 allies within 40 feet Gaia will share half the dmg they take instead Gaia can select 2 different allies at the start of her turn this does not take up an action.

Sleeping Land: Gaia sinks into the earth for 2 turns to heal 3d10 each turn. Foes within 15 feet radius from her will take 1d6dmg per turn. while she is underground she cannot be targeted during this time this does not break mother’s protection summoner does not need to maintain concentration on her during this time.

Earth Shard: Gaia forces up sharp stones from the ground up to 20 feet into the air Deal 1d8+cons to x3 10 foot lines within 30 feet of Gaia. dmg can stack when targeting the same spot. roll to hit.


 

Diablos

Element: Necrotic
Size: 8 foot tall demon with 15 foot wingspan and a long bony, whip like tail
HP: 4d10 +flat Int (+1d12 +int modifier per lvl)
Armor Class: 16
Speed: 0-25 feet flying, can teleport to an unlimited range

Armor Class: 16

Summon the Dark Messenger, requires an ominous black cube to summon. Diablos is a red and black demon that flies 5-10 feet in the air, Movment Teleports 0-25 feet moving more than this range up to an unlimited range must roll against summoner’s spell dc, can teleport through solid walls. No range limit does not need to remain a certain distance from a summoner. ) Absorbs necrotic dmg takes double Radient dmg

Multi-attack: Drop kick and Claw 1d12+str and 2d6+dex Diablos can move up to 10 feet back after using this attack

Graviga: target a 15foot radius up to 30 feet away all foes within the 5 foot radius take 1d12 necrotic dmg +int modifier all targets within the full 15 foot radius must make a str saving throw or be pulled 5 feet to the center.

Gravity Bind: Select a 30 foot area within 60 feet all targets in the area cannot exit this location for 2 turns foes can be pulled in or knocked into this area by other spells Can make a str throw against spell dc to exit the edge of this area can be used every 2 turns

Hell Cube: (Concentration up to 10 mins)Conjure a black rotating necrotic cube in a 5 foot unoccupied square up to 60 feet from Diablos All targets within 15 foot radius of this cube must make a str saving throw or be pulled in 5 feet toward the center. targets within this area take 2d8 necrotic dmg +int modifier (+1d8 per lvl 6, 9, 12, and 15) targets starting their turn within this area must make a str saving throw or take full dmg and be pulled in 5ft to the center of the cube. At the start of his turn Diablos can summon a second cube up to a maximum three cubes at a time dmg does not stack and they cannot overlap their area of effect. Diablos can move them 30 feet in any direction. Targets that are within 5 feet of the cube take an additional 1d8 dmg.

Dark Messenger: Diablos flies up into the air and conjures a large black orb and throws it down hits a 20 foot radius up to 60 feet away, all targets must make a str saving throw or take full 6d8 necrotic dmg +int modifier (1d10 per lvl 6, 9, 12 and 15) and become prone. The edge of the area becomes impassable for 2 turns. Can only be used once per encounter.

Demonic aura: all foes within 15 feet of Diablos takes 1d4 necrotic dmg and make a charisma saving throw or be pulled in 5 feet towards him and become intimidated for one turn.


 

Bahamut

Element: Radient/Force
Size: 9 foot long Dragon 20 foot wingspan
HP: 10d8 +Flat STR stat  (+1d20+str modifier per lvl)
Armor Class: 17
Speed: 50 feet flying unlimited height, can move up to 20 feet again after taking an action

Summon the king of Dragons himself, Requires 5 different colored dragon scales to summon.  Speed: 50 feet unlimited height can move 20 feet again after taking an action. Must remain within 100 feet of the summoner or vanish. Takes half of any elemental dmg type except for ice dmg takes double ice dmg projectiles targeting Bahamut are disadvantaged. Doubles the gold gained from the encounter it is summoned drops 3 different colored dragon scales when it disappears. No other Esper can be summoned while Bahamut is on the field all other espers vanish. Dragons fighting Bahamut are intimidated and will avoid approaching him will try to remain 30 feet away from Bahamut.

Multi attack: 2d12 Bite, 1d10 claw, 1d10 claw +str modifier melee attack, this attack crits on a roll of 18 and higher. If any of these attacks crit Bahamut may attack with Wings of Death immediately.

Wings of Death: Target 2 15 foot horizontal lines between 5 feet up to 30 feet away and deal 1d12+str radient dmg, dmg stacks cons saving throw or become knocked down.

Flare Bomb: (concentration 1minute) Conjure a bright ball of violently swirling energy target a 20 foot square up to 60 feet away and deal 2d12 +int radiant dmg (+1d8 per lvl 6, 9, 12 and 15) (must make a cons saving throw or become prone) Bahamut can move this ball up to 30 feet in any direction. Conjure a second orb on the second turn after initial cast does not take up an action Flare Bomb cannot stack on a location maximum of 2 Flare Bombs at a time can be recast after a short break.

Meteor shower: target a 40 foot square up to 40 feet from Bahamut all targets take 1d8 force dmg per turn for 5 turns in the area make a dex saving throw to dodge failing this throw will cause the target to become prone for 1 turn. Only one meteor shower can be active at a time.

Ultima: Target a 10 foot radius between 30 feet to 120 feet away and deal 4d10 +int modifier Force dmg (+1d10 per lvl 6, 9, 12 and 15) cons saving throw or take full dmg and have armor class reduced by 5, 3 turns to recast

Cura: Heal allies within a 15 foot radius for 3d8 (+1D8 per lvls 6, 9, 12, and 15) can only be used once every 3 turns

King Dragon Breath: Select any dragon breath attack and target a 30 foot cone with it 3 turn recharge.

Mega Flare: Bahamut flies up into the air and incinerates the ground below with an intense blast that makes the ground tremble and can be felt and heard from up to 100 feet away. Target a 30 foot square all foes take 8d10+str Force dmg (+1d10 +str per lvl 6, 9, 12 and 15) armor class reduced to 0 for 2 turns cons saving throw can only be used once per encounter.

Dragon King Aura: allies within 10 feet of Bahamut gain advantage on str, dex, cons throws additionally they take half dmg from Fire and Radiant dmg. Bahamut deals double dmg to other Dragons within this range

Mighty Guard: (Concentration for up to 10 mins) all allies within a 10 foot radius of Bahamut take half dmg from physical dmg and one elemental dmg type of your choice. Can only be cast once after a short rest.

Dragon Heart: (passive) once summoned select one visible ally the target gains the dragon heart buff which cannot be dispelled. If this ally’s hp drops to 0 they are automatically stabilized and heal 1d10 and may move immediately, movement speed is doubled for that one turn and may not take any action other than moving, at the end of their turn they are stunned for one turn. This buff cannot be switched to another target when used up. Can only be used once per encounter


 

Asmodai

Element: Poison
Size: 7 foot tall humanoid
HP: HP 4d10 +flat Charisma stat  (+1d10 +Charisma modifier per lvl)
Armor Class: 12
Speed: Speed 35 feet may move again 35 feet after taking an action

Summon the Demon king of Lust Asmodai a beast made of a violet gelatinous body in the form of a muscular humanoid male demon with 2 long thick forearms with 2 large horns and 3 long tails he is adorned in a green robe and a golden crown with designs of humans in sexual acts.  Absorbs poison and acid dmg Takes double fire dmg must remain within 80 feet of the summoner or vanish.

Multi-attack: Asmodai transforms his arms into 2 spear-like appendeges and strikes a target up to 15 feet away additionally he attacks with each of his 3 tails also transformed into spears of the same range 5 attacks up on one  target to 15 feet away. 1d6+charisma x5 charisma sav throw or become poisoned (Asmodai heals for half the dmg dealt does not heal from poison status)

Seducuction form: Asmodai creates the image of a targets most lust filled desire in a 5 foot square up to 30 feet away all targets within 15 meter radius of this image must make a charisma throw or become charmed for up to an hour. Can only be cast 2 times per encounter.

Sleep Bomb: all opponents within 5 foot radius area up to 30 feet away of Asmodai must make a Charisma saving throw or fall asleep for 3 turns.

Miasma: (Concentration 10 mins) all foes within 30 feet of Asmodai takes 1d8 (+1d4 per lvl 6, 9,12, and 15) dmg at the start of their turn roll charisma saving throw or become poisoned for 1d4 dmg at the end of their turn. Can only be used after a short break

Lust Injection: Asmodai Grapples one charmed, prone or sleeping foe within 15 feet with his two arms and 3 tails and stuns them for 2 turn Injecting them with his toxins dealing 3d10+charisma bonus poison dmg(+1d10 per lvl 6, 9, 12, 15) must make a Charisma saving throw or become charmed for 1 hour and poisoned for 1d8 each turn, poison dmg does not cancel out the charm effect. Can only be used once every 2 turns. The opponent is held up 5 feet next to asmodai during this time wherever he moves and cannot take an action. Asmodai heals full dmg he deals with this ability. Opponent that is being held can make a str saving throw at the start of their turn to free themselves. Asmodai cannot change targets until they foe currently held is freed or upon death.

Blissful Death: Asmodai turns his body into a noxious gas that puts foes within a 20 foot radius up to 80 feet away into a blissful delirium deal 6d10 +Charisma bonus (+1d10 per lvl 6, 9, 12 and 15) dmg Charisma bonus or become slept, poisoned for 3 turns any target attracted to the male gender is charmed for up to an hour, poison dmg does not break sleep or charm. Can only be cast once per encounter

Gelatinous body: (passive) Attacks targeting Asmodai must roll 1d4 and subtract that from their hit roll.


 

Belphegor

Element: Acid
Size: 7 foot tall humanoid with a thorax and 15 foot wingspan Dragonfly wings
HP: 4d10 +flat wis (+1d10 per lvl)
Armor Class: 16
Speed: 45 feet flying up to 20 feet into the air

Summon the Demoness of dreams Belphegor, she has an elegant form her long white hair drapes over her form, 4 silvery dragonfly wings and pale skin her horns are laced with a dream catcher with a golden spider in the middle. She wears a white veil over her eyes with three knitting needles in each eye. Three pairs of arms carrying a different skull a human skull, an elven skull and a dwarfish skull her thorax and chest and legs are covered in a white armor.  Takes double fire and water dmg, immune to poison, necrotic and acid dmg

Dream powder: Belphegor flaps her wings and targets a 15 foot cone for2d6+int dmg, int saving throw or be put to sleep for 2 turns and have their armor class reduced by 4.

Nightmare wheel: Foes put to sleep within a 10 foot radius up to 120 feet away take 2d10 +int dmg (+1d10 per lvl 6, 9, 12, and 15)

Flay the Dreaming: 30 foot cone Belphegor takes out the pins from her eyes and opens them. Deals 2d8+int (+1d8 per lvl 6, 9, 12 and 15) Int saving throw or Armor Class is cut in half and silenced for 1 turn. 2 turn cool down.

Surrealistic Orbs: (Concentration 5 minutes) conjures 3 orbs of light in a 5 foot square x 3 up to 60 feet away, foes within a 10 foot radius must make a int saving throw or be put to sleep for 2 turns at the start of their turn AC is reduced by 4. at the start of her next turn she can move these orbs 30 feet in any direction.

Coma Aura: all foes within 10 feet of Belphegor must make a int saving throw at the start of their turn or be but to sleep for 1 turn.

Anesthesia Shot: target on foe in a 5foot square in front of her and stab that target with her thorax dealing 2d20+int bonus (+1d10 per lvl 6, 9, 12 and 15) 45 foot cone behind that target are sprayed with an acid from her thorax dealing half the dmg cons saving throw or be put to sleep and have armor class reduced to 0 for 2 turns. Can only be used once per encounter.

Silence armor: whenever she is struck with a melee attack she deals 1d4 acid dmg to the attacker int saving throw or become silenced for 1 turn.

 


 

 

Massive Espers: cast time 30 seconds 


 

Alexander Perfect Form

Element: Radiant
Size: 12 foot tall Machine that takes up a 15 foot square
HP: 6d20 (or 12d10) +Flat Cons (+1d10 per lvl)
Armor Class: 16
Speed: 30 feet reduced to 20 feet while mounted

Must be summoned while Alexander is on the field replaces Alexander

Summon a large Castle like machine that takes up a 15 foot square 30ft mov speed can be mounted by the summoner while mounted the summoner takes half of any incoming dmg and shares the other half to Alexander but movement is reduced by 10 and takes normal dmg from lightning dmg regardless of auras. .Extremely heavy but can float 5 feet off the air. Must remain within 60 feet of the summoner or vanish.

Oppressive volley: strike a ranged attack of radiant dmg up to 80 feet away in a 15 foot square x3 dealing 6d8+int must make a dex saving throw or be blinded for 2 turns and take full dmg. Alexander cannot move after using this basic attack for 1 turn and heals itself 2d12 during the turn it cannot move.

B.Mighty Guard (Aura): allies in a 15 foot radius take half incoming dmg for all sources and are healed for 1d8 at the start of their turn this also affects Alexander itself and the mounted summoner.

Holy Wall: Target one ally at the start of Alexander’s turn within 50 feet that target takes half dmg from all elemental dmg types and is immune to conditions. Breaking line of sight will disable this this does not count as an action.

Holy cage: (concentration 5 mins) conjure 5 Beams of light in a 5 foot square each up to 120 feet dealing 3d20 +int radiant dmg dispels any buffs or transformation and deals dmg to anything it passes through dex saving throw. Dmg does not stack when targeting the same location these beams can be moved 15 feet in any direction.

Holy Judgment: all foes in a 30 foot radius up to 90 feet away take 4d20+constitution modifier Radiant dmg this can only be cast once per encounter. All foes buffs are dispelled. Any allies in this area if they are debuffed are cured of one ailment of their choice. Foes cannot exit the area for 2 turns and the ground burns dealing 1d8 radiant dmg per turn to any foes in this area. This area of effect is permanent.

Holy essence: (aura) deal 2d8 dmg to undead, ghosts and demons within 10 feet radius of Alexander perfect form. All targeting attacks that target alexander are disadvantaged. Any successful attack with a melee weapon on Alexander must make a cons saving throw or be blinded for 2 turns.

Sanctuary: (Concentration) Alexander creates a barrier of light around a 20 foot radius of itself blocking all dmg for 2 turns opponents within this area when it is cast are stunned but cannot be damaged as well. The edge of the barrier becomes impassable. Allies targeting creatures outside this area are disadvantaged 10 turn cooldown. Alexander cannot move during this time or take any actions. The area up to 120 feet is lit up as if it were day time. When the barrier falls Alexander is prone for 2 turns if the Summoner was mounted to Alexander when this was cast becomes unmounted.


Hades

Form 1

Element:Necrotic
Size: 12 foot tall god like being sitting on a throne of bones 10 foot square
HP: 6d20 (or 12d10) +Flat Int +Flat Cons +Flat Str
Armor Class: 16
Speed: Teleports up to 60 feet

Summon the god of death. Requires the summoner to fail all death rolls to summon. Upon the summoner’s death Hades is summoned, summoner is returned to life and heals 1d20, roll 1d20 and roll higher than 6 to succeed. Hades is a beautiful man covered in a dark aura wearing a violet robe and a golden crown that takes the appearance of melting candles these candles glow an earie dark green light the skulls of all races are worn on a necklace around his bare chest he holds a Golden goblet filled with ambrosia juice that looks similar to blood with the consistency of unicorn blood. His throne floats 5 feet off the ground taking up a 10 foot square Movment: teleports up to 60 feet Absorbs all elemental dmg types execpt for Radiant dmg. Takes double radiant Dmg. Physical attacks against hades are disadvantaged. No distance limit from summoner requires concentration from summoner to maintain control, becomes enraged and targets summoner if concentration is lost. Teleports next to summoner and stunned for one turn when concentration is lost.

Goblet of Death: Hades throws the drink of his seemingly bottomless Goblet of Ambrosia to Target a 20 foot cone and deal 6d6+int modifier necrotic dmg (constitution saving throw or become confused for 6 turns)

String of life: Target an opponent up to 120 feet away Hades pulls out a red string of life from thin air attached to the target and burns it with the green flame from his crown. If the target is below 20 hp must make a cons saving throw or have its hp reduced to 0. Upon a successful saving throw or if the target is over 20 hp Hades laughs while the string is on fire but does not burn fully the target takes 2d10+flat int stat necrotic dmg and has its armor class reduced to 0 for the rest of this encounter if they were wearing armor the armor is destroyed. 6 turn cool-down

Deluge from River Styx: the glowing green waters of the river Styx are conjured from beneath Hades Throne, targeting a 10 foot wide by 50 foot long area directly infront of Hades. The souls of the dead attack anything in this range trying to free themselves. Cons saving throw or take a full 2d20 +int necrotic dmg. 2 turn cooldown

Hellish aura: All radiant type creatures: Celestials/holy beings take 1d12 necrotic dmg while within 15 feet of Hades. Undead, ghost or demonic creatures within Hades aura are healed for 2d6 at the start of their turn.

Deathly Aura: All foes within 5 feet of Hades must make a constitution saving throw or are confused for 1 turn and blinded for 1 turn.

Goblet of life: Hades Drinks from his goblet and heals 3d20+int 3 turn cooldown.

Godly Resistance: (passive) if his hp would fall to 0 he instead keeps 1 hp and is immune to dmg until his turn.

Wrath of hades: Hades Stands up when his hp falls to below 15 and heals to full hp dropping his goblet his throne of bones becomes a sword that he grasps in hand, darkness surrounds a 15 foot radius of Hades that cannot be seen through all targeting attacks against hades are disadvantaged. All foes within a 45 foot radius of Hades takes 4d20 +flat Int stat necrotic dmg and transforms into Hades form 2 can only be used once per encounter.

Form 2

Element: Necrotic/Radiant
Size: 12 foot tall god like being standing angrily (10 foot vertical line in whatever direction he is facing)
HP: 6d20 (or 12d10) +Flat Int +Flat Cons +Flat Str
Armor Class: 18
Speed: Can teleport up to 80 feet *can teleport again up  to 30 feet after taking an action

Hades is furious he is surrounded by green and black flames his robe and skull necklace are burned away his crown is now burning brightly one hand holding a mass of red strings of life and the other holding the bone-like sword that was once his throne. He randomly cuts the mass of red strings in his hand and screams of death and anguish are heard around the lands. Immune to all dmg types including physical dmg except radiant dmg. Radiant dmg deals normal dmg in this form If hades is somehow KOed in this form he cuts the hp of all targets friend of foe within a 20 foot radius in half this cannot be avoided before vanishing.

Blade of Hades: 30 foot horizontal line from 10 feet to 30 feet from hades: 6d10 +str necrotic dmg cons saving throw or become prone

Strings of life: Target 5 opponents within 60 feet and rip their red life strings out and cut them. current hp is cut in half cons saving throw on a successful save deal 1d20 dmg instead AC reduced by 4. This cannot affect boss monsters they instead take 2d20 dmg 3 turn cooldown.

Hades Aura: Anything within a 5 foot radius of Hades must make a cons saving throw or have their hp reduced to half its current at the start of their turn. Any target between 10 and 15 foot radius of Hades take 1d8 Necrotic dmg

God Aura: any spells or physical attack targeting Hades that is not radiant dmg is reflected back to the caster or attacker.

God Punch: Hades punches 1 target dealing 6d8 dmg +str this is an additional action to a target in melee range. Cons saving throw or have armor class cut in half for the rest of the encounter. Boss monsters are immune to armor class debuff.

Hell’s Judgement: (Concentration 1 hour): Hades conjures up 6 spires of water from the river styx glowing green almost looking like fire within 60 feet  on a 5 foot square each. At the start of his turn hades can move these spires 60 feet in any direction dealing 3d6 dmg +Int each, dmg does not stack. Cons saving throw or become prone

Death: target one opponent in the encounter DM must select does not need to be in visible range must make a cons saving throw or have its hp reduced to 0 once downed must make its death throws if it succeeds its death throws hades teleports next to it but is stunned for 1 turn staring angrily at the survivor.

Price of Life: At the end of battle if Hades was summoned summoner’s hp is reduced to 1 and must make an offering to Hades at the next encounter or he will appear as an opponent in the encounter at the DM’s discretion. Hades cannot take form 2 and will vanish instead when Wrath of Hades is cast. Offering must be at least half of all of the summoner’s gold or the life of a small creature or humanoid.

 


 

Eden

Element: Radiant/Necrotic
Size: a 12 foot tall Pale statue of a woman holding up a round earth like ball that contains a garden holds a 30 foot radius above her that remains in an alternate dimension her actual area is a 10 foot square floating between 2 feet to 15 feet in the air
HP: 10d20 (or 20d10) + Flat Int stat
Armor Class: 16
Speed: 20 feet

Requires the summoner to be inflicted with blind, the summoner retains this condition as long as Eden is on the field no spell or throw can remove this condirion not even Eden itself. Summon the Garden Eden a beautiful goddess that was trapped in stone to preserve life. Move while not using eternal breath is 20 feet cannot be impeded push any targets it comes across back out of the way. Eden is Immune to radiant, fire, water and lighting dmg resistant to all other dmg types absorbs necrotic dmg.

Absorb evil (aura)/basic attack: At the start of its turn eden will absorb all status effects allies within 5 feet of her once she absorbs from 3 status effect ailing allies she will release the toxins into a 5foot radius up to 60 feet from her dealing necrotic dmg 2d10+Int targets must make a cons saving throw or become blinded and rooted for 2 turns. Can make a cons throw at the start of their turn to remove this effect.

Garden’s boon (aura): healing spell cast within 10 feet of Eden have their healing effects doubled. Plants around Eden become very healthy and grow 3x their normal rate. Any plant type creatures gain advantage on all throws.

Necrotic Sanctuary: (aura) a radius of 25 feet away from eden is a barrier foes trying to cross this area must make a str saving throw against spell dc if a foe fails a str roll when Eden moves them through it they take 1d4 necrotic dmg, the air within this space is controlled by Eden, foes within 25 feet of eden have their movment speed reduced by 10 feet.

Drain Life: target 2 10 foot squares from 10 feet up to 80 feet away dealing 4d12 radiant dmg +Int bonus Eden will recover half the dmg dealt and heal allies within 5 feet of it for 1d4 for each enemy hit. 2 turn cooldown

Eternal Breath: (Concentration for 5 turns) Eden flies up into the air no longer taking up area on the field cannot be targeted by anything that cannot aim 100 feet into the air Eden targets the area below it (20foot square) and 5 feet outside of that dealing an initial 3d20 radiant dmg +int and can move 25 feet in any direction immediately after casting this and deals 1d20 radiant dmg to anything it passes through after the first turn. This does not target allies allies in this area are advantaged on str and dex throws foes in this area are disadvantaged on str and dex throws. Can be used again after a long rest. Eden’s aura effect are not effective during this time

Darkside: Eden takes 1d12 dmg to release a ball of necrotic energy to a 15 foot radius anywhere on the field that is not obscured by a roof dealing 3d12 +int necrotic dmg targets in this area must make a cons saving throw or become blinded for 2 turns the ground burns and becomes difficult terrain permanently. There is no cool down for this spell however an additional 1d12 dmg must be taken by Eden for every consecutive turn to cast this spell. Cannot be used while Eternal Breath is active.

 


 

Gilgamesh

Element: Force
Size: Gilgamesh is a 9 foot tall humanoid taking a wide stance 10 foot square
HP: 8d20 (or 16d10) + Flat str stat
Armor Class: 14
Speed: 40 feet

Summon the legendary warrior Gilgamesh a man with 4 arms each carrying a unique blade he is adorned in full red and gold gaudy armor with only his eyes revealed. He is immune to all melee attacks requiring a weapon. roll 1d4 to select what weapon he attacks with Blade of the hero

Shirahadori: Passive: when being targeted by a ranged weapon the opponent targeting Gilgamesh must roll 1d4 and subtact it from their roll to hit.

Dance of the hero: If Gilgamesh falls below half hp he may take 2 actions per turn cannot take the same action in a row.

Blade of the hero: Roll 1d4 to select which weapon Gilgamesh strikes a 20 foot cone ahead of himself

  1. Masamune:     Deal 3d12 dmg +str all targets must make a dex saving throw or take full dmg and become blinded
  2. Murasame:      Deal 1d12 dmg +str all targets must make a int saving throw or lose one spell slot or ability of their choice for that encounter.
  3. Excalibur:         Deal 3d12+str all targets must make a cons saving throw or become prone
  4. Excalipur:         Deal 1d4+str all targets lose 4 armor class this cannot be avoided for 1 turn.

Soul of the Blade: Roll 1d6 to select what soul blade Gilgamesh uses can only be used every 2 turns. 20 foot radius around Gilgamesh unless otherwise noted.

  1. Osafune            Deal 2d20 +str all targets within a 20 foot radius must make a int saving throw or take full dmg and are silenced for 3 turns
  2. Kyomori            Deal 2d20 +str to all foes within a 20 foot radius must make a dex saving throw or take full dmg. all allies within 20 feet gain advantage on str, dex
                               and cons saving throws for 5 minutes
  3. Benihime          Deal 2d20 dmg +str to all foes within 20 feet of Gilgamesh all allies within 20 feet of Gilgamesh are healed for 2d12+wis
  4. Sanguine          Deal 3d20 dmg to all targets in a 40 foot line in a cross with Gilgamesh at the center. Heals Gilgamesh for 1d20. Cons saving throw to avoid full
                               dmg, first target hit in all four directons are pulled in 5 feet toward Gilgamesh on a failed throw.
  5. Chirijiraden      Deal 3d20 dmg to all targets within a 30 foot radius Dex saving throw or take full dmg and become set on fire and burn dmg 1d6 for 3 turns.
  6. Zantetsuken    Borrowing Odins Blade Gilgamesh strike a 30 foot radius around him 8 times 8d10 dmg +str make a str saving throw or take full dmg and be
                              knocked back 5 feet for each hit.

Daigoro:    Gilgamesh sheeths his weapons and whistles with his hand: 2 Esper dogs are summoned within 30 feet of Gilgamesh they both Have 30hp and deal 1d12 dmg immune to all magic dmg.

*                 Daigoro have 30 mov speed ablity Takedown Bite: run upto 10 feet from their current location and deal 3d6 dmg to one target Dex saving throw or become rooted in place for 3 turns. Daigoro may bite the target on its next turns and move them 5 feet in any direction while the target is rooted. May only have a maximum of 2 Daigoro out at a time.

Hurricane: Gilgamesh teleports up to 40 feet away and deals 2d12+Dex dmg to all targets within a 15 foot radius dex sav throw.

Ultimate Illusion: Gilgamesh moves so fast he becomes invisible to the naked eye deals 8 strikes and can strike any target within 30 foot radius with 2d20 +str he can select the same target again and again if he wishes. Cannot be avoided and will deal full dmg. can only be used once per encounter.

Zanmanto: Gilgamesh targets one foe up to 120 feet away in line of sight. Target must make a dex saving throw or have its armor class reduced to 4 for the rest of the encounter this can be used only after Soul of blade as a bonus action

All break: Target one foe in a 30 foot cone in line of sight. Target must make a dex saving throw or have its spell dc reduced by 2 for the rest of the encounter, this is an additional action after Blade of the Hero 


 

Zodiark 

Element: Radiant/Necrotic/Force
Size: 14 foot tall humanoid that crawls around on all 4s
HP: 10 d20 (or 20d10) + flat Wisdom +flat Intelligence +flat HP
Armor Class: 18
Speed: Crawl 45 feet *or teleport roll against summoner spell dc to teleport anywhere on the field

Requires sacrificing all spell slots above lvl5 to summon. Summon Zodiark an unknown gender being with a golden body that turns black and glimmers like the stars of the night sky. It carries a giant orb that appears like the cosmos in its hands swirling around. Upon being summoned 4 humanoid size gems appear around Zodiark forming a cross with zodiark at the center these gems move with zodiark and do not have a movement ability of their own depending on what elemental necklaces you selected as a summoner they gain those elemental properties . Movement crawls 45feet roll against summoner’s spell dc to teleport anywhere on the field. Absorbs all elemental dmg types. All targeting attacks against Zodiark are disadvantaged. No other esper can be summoned after Zodiark is summoned for 24 hours. Zodiark glows eerily dimly lighting up a 30 foot radius of itself in dark areas.

 

Elemental Gems: 4 Elemental Gems surround Zodiark and have the same color as the elemental gem selected by the summoner. They have 4d20 hp and absorb the dmg type that they are. Move with Zodiark. They take half dmg from physical attacks. When destroyed they can be reformed after 5 turns. They cast spells on their own turns.

  • *Elemental Bolt: a Gem Casts a bolt of their elemental dmg type in a 10 foot square up to 60 feet away. 2d12+int
  • *Elemental Blast: enemies in a 15 foot cone of an elemental gem take 3d12 +Int
  • *Elemental Wave: enemies within 10 feet of the elemental gems take 4d12dmg
  • *Elemental protection: target allies in a 5 foot radius up to 30 feet away they are immune to the Gems dmg type for 10 mins.
  • *Gem Recovery: the gems can cast a healing spell on Zodiark that also heals all the other gems for 2d12 +wis
  • *Gem Reformation: after 5 turns of being destroyed if nothing is in the 5foot square next to Zodiark the gem that was there may reform at full health.

Banish: Zodiark targets one conjured or summoned being it must make a wis saving throw against spell dc if they fail they are instantly destroyed. Can be used every 3 turns. Can be used to target its own gems

Fate of the Wicked: Zodiark charges a beam of starlight from its forehead and hands dealing 2d12 force dmg +int in a 5 foot by 60 foot starting 5 feet away from Zodiark in a line, all targets must make a cons saving throw or have their armor class reduced to 0 for 1 turn.

Fate of the Blessed: Zodiark targets 2 10 foot radius within 20 feet of itself in a beautiful golden light allies in this gain advantage on all throws for 3 minutes, can only be used once every 5 turns.

Fate of the Mighty: Zodiark stands up with its hands outstreached to the sky the giant orb in hand. A Black darkness shoots up. Target a 15 foot radius anywhere on the field nothing can obstruct this attack. A dark beam irradiates the area. All targets in the area must make a cons saving throw or take full 3d20 necrotic dmg+int and become prone all saving throws are disadvantaged for 2 turns. 3 turn cooldown

Fate of the Weak: Zodiark Stands up and targets allies within 30 foot radius of itself. All allies are healed for 3d12+int any undead in the area must make a cons saving throw or be instantly destroyed. If they succeed a saving throw take half the 3d12 roll used to heal allies. 2 turn cooldown.

Inhale elemental: (passive) when a gem is destroyed gain an additional action up to 4 additional actions per turn.

Heavens fall: (requires 4 gems destroyed) (Concentration 1 hour) the sky bove blackens as if it were night time, if it is already dark or if it is night time the area above will appear as if it were the night sky 30 foot radius centered on Zodiark. At the beginning of each of Zodiark’s turns Meteors assault the ground below Target 5 units in this area you may select one target to take all hits 1d20 dmg per each shot roll to hit each shot. May only be used once per long rest. Dex saving throw or become stunned for 1 turn.

Ultima: (requires 3 gems destroyed) Target a 10 foot radius between 30 feet to 120 feet away and deal 4d20 +int modifier Force dmg cons saving throw or take full dmg and have armor class reduced by 5, 3 turns to recast

Holy: (requires 2 gems destroyed) Target a 5 foot square anywhere on the field deal 6d20 Radiant dmg to evil beings, Undead, Fiend, Demon, ghost. Undead must make a cons saving throw or be instantly destroyed. 1 turn cooldown.

Zodiac rage: (requires 1 gem destroyed)Take this immediate action when a gem is destroyed or an ally is downed. Zodiark stands up enraged and opens its eyes revealing an intense white light all foes within 20 feet of Zodiark Take 3d12 radiant dmg, Cons saving throw or become blinded for 1 turn.

Will of the Cosmos: (passive) all allies take half dmg for whatever elemental dmg of the gems that are next to Zodiark if a gem is destroyed allies lose this protection. Charmed, possessed and confused allies lose this protection.

Apocalypse: Summoner must cry out “Pain of the Universe!” Zodiark creates a portal above itself into space and flies up bringing the gems with her All gems must be present after being destroyed once to cast this ability can only be used once per 24 hours. Target the entire field after 5 turns. No cover can block this attack no saving throws can be made allies take half dmg from this spell. After 5 turns pass Zodiark destroys all 4 elemental gems and absorbs light from the cosmos into a giant ball of cosmic energy sending it crashing down to the field Deal 10d20+flat int stat Force dmg to the entire field, dispels all buffs and protection, passives and auras are negated for 5 turns the entire field becomes difficult terrain permanently. Zodiark will take 5 turns to return to the field after casting this spell once it lands it will be stunned for 5 turns and be prone to elemental dnmg during this time. Summoner can make a wis saving throw to survive this attack and take no dmg.

Weakened state: Zodiark loses its elemental protections after casting Apocalypse and is prone cannot move for 5 turns or take any actions for 5 turns.

Harbinger of the Universe: Upon death Zodiark turns into a small orb of light that can be picked up by a summoner. The summoner becomes possessed by Zodiark and can cast the same spells but deals half the dmg it normally would. Cannot cast Apocalypse or any Fate abilities. Summoner becomes immune to all elemental dmg types in this state and cannot use any of the summoner spells they would normally have access to. If the summoner dies Zodiark returns to the field with no gems and at half health and in the Weakened state.


 

Summoner’s Song

Sing to one Esper and sooth its soul.

Heal one esper within 30 feet with a soothing song
Heal 1d8+wisdom modifier (+1d8 per level 3, 6, 9, and 12) and remove 1 condition from it.


 

Double Summon

Summon 2 basic Espers instantly but at half their natural health
or
Summon 1 Medium or Large Esper Instantly but at Half its Natural health

When summoned this way the Espers can only be healed past half health with summoner song. once healed to full health this way they may be healed by other means again.


 

Healing Word

You may use this feature once per long rest.

  • Double the range or healing effect of a Healing Spell you cast
  • This effect is tripled when used on Summoner's Song

 

Master Summoner - Call Esper, Massive

You now have access to summoning Massive Espers.


 

Summoner Healing Feature

Select between:

1- Increase the range of all healing spells by 10 feat per rank this includes touch based spells they are turned into ranged spells

2- Increase the healing effect of healing spells by 1 of the same dice types used for the spell

3- Double the healing effects of your spells to Espers Within 5 feet of you increase this range by 5 feet per rank

4-Gain the ability to nullify one condition from an Esper within 5 feet of you incease the number of conditions removed by 1 per rank.

5-Gain the ability to protect an esper within 30 feet from vanishing when its hp is reduced to 0 roll 1d20 over 18 to succeed it retains 1 hp instead. Decrease the number to roll against by 1 per rank.

 

Call Esper

Call Esper:

  • Summon an Esper to your side from the other world. At level one you may form a bond with a basic Esper of your choice that will be at your side at all times in battle. You may summon an additional Esper however, maintaining the second Esper will require you to maintain concentration.
  • You may use your Esper points and distribute them amongst whatever Espers your wish you may only use these points on esper with the same element as the elemental necklace you chose. Other Espers will not benefit from this, once points are used on an esper they are permanently there and cannot be distributed elsewhere.
  • Your own Espers are friendly units. Attempting to summon a creature above your level may result in summoning an aggressive Esper that will focus its attacks at the summoner in order to force the summoner to break concentration and break the summon.
  • When an esper is slain you cannot summon the same esper again for 24 hours. This time is cut in half at levels 5, 9 and 15.

Summoners have up to 3 summon slots a massive Esper takes up all 3 slots, a large and medium Esper takes up 2 slots unless otherwise stated and a basic Esper takes up 1 slot (although Sylph has 3 entities all three only take up one slot).

***Espers must remain within the stated area of the summoner by the end of each round or vanish.

**All Espers have the same Spell dc as the Summoner that calls them. HP is calculated with the summoner’s stats.

Summoner - Esper Image

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