I mainly see you on forum games and stuff so maybe 4. I see another person a lot too but don't remember his/her name. Also, IamSposta is everywhere. (Except the forum games, that is) And I have no idea who Nothic and Drummer are.
Any lore masters here want to take a crack at coming up with a background for a fallen angel who has essentially become probably one of the most powerful elder gods ever known? Here's his statblock if you need ideas:
Aezi'el The Fallen One Large Celestial (Fallen One), Neutral Evil Armor Class 51 (natural armor, shield) Hit Points 11080 (267d10 + 9612) Speed 120 ft, fly 520 ft STR 80(+35) DEX 68(+29) CON 80(+35) INT 77(+33) WIS 53(+21) CHA 80(+35) Saving Throws Str +76, Dex +70, Con +76, Wis +62, Cha +76 Skills Acrobatics +70, Athletics +76, Deception +76, Intimidation +76, Religion +74, Stealth +70, Survival +62 Damage Resistances acid, bludgeoning, cold, force, lightning, piercing, psychic, slashing, thunder Damage Immunities fire, necrotic, poison, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses Blindsight 20 ft, Darkvision 1500 ft, Tremorsense 50 ft, Truesight 300 ft, passive Perception 31 Languages Celestial, Common, Infernal, Telepathy Proficiency +41 Challenge 160 (??? XP) TRAITS Legendary Resistance (18/Day). If Aezi'el fails a saving throw, they can choose to succeed instead. Master of Magic. Aezi'el may cast a spell before using their action as normal. Action Surge (17/Short or Long Rest). Aezi'el can push themself beyond their normal limits for a moment. On their turn, they can take one additional action. They can use it only once on the same turn. Indomitable (65/Day). Aezi'el can reroll a saving throw that they fails. If they does so, they must use the new roll. ACTIONS Multiattack. Aezi'el makes thirteen attacks with their Infernal Whip and one Shield Bash, or thirteen attacks with their Celestial Trident. Celestial Trident. Melee or Ranged Weapon Attack: +165 to hit, reach 10 ft or range 100/340 ft, one target. Hit: 57 (5d8 + 35) piercing damage, or 62 (5d10 + 35) piercing damage if used with two hands to make a melee attack. Any creature hit by this attack must succeed on a DC 48 Constitution saving throw or become paralyzed and stunned. A creature with a Chaotic or Lawful alignment takes 96 (9d20) radiant or necrotic damage, with a Chaotic aligned creature taking radiant damage and a Lawful aligned creature taking necrotic damage. Infernal Whip. Melee Weapon Attack: +165 to hit, reach 55 ft, one target. Hit: 51 (3d10 + 35) slashing damage. If Aezi'el chooses, any creature hit by this attack automatically becomes restrained (escape DC 48), and takes 86 (13d12) fire damage and 86 (13d12) necrotic damage at the start of its turn. Aezi'el may move a restrained creature up to 50 feet in any direction, but cannot attack another creature with their Infernal Whip until the restrained creature escapes. Shield Bash. Melee Weapon Attack: +165 to hit, reach 10 ft, one target. Hit: 38 (1d6 + 35) bludgeoning damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC 48 Strength saving throw or be pushed 30 feet backwards and knocked prone. Lance of Demonic Divinity (Recharge 6–6). Aezi'el creates a 15-foot long spear of pure demonic and divine power, and hurls it at a creature within 500 feet of them. The creature must succeed on DC 48 Dexterity saving throw, taking 325 (50d12) radiant or necrotic damage (Aezi'el's choice) on a failed save or half as much damage on a successful one. Flame Breath (Recharge 4–6). Aezi'el exhales a plume of pure black flame in a 300-foot cone. Any creatures caught in this area must succeed on a DC 48 Dexterity saving throw, taking 264 (48d10) fire damage on a failed save or half as much damage on a successful one. Shield Wall. Aezi'el protects themself from all incoming damage, reducing it by half (rounded down) until the beginning of their next turn. While in this stance, they can also make one Shield Bash attack. Aezi'el must be wielding a shield to use this action. Spellcasting. Aezi'el casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 84, +76 to hit with spell attacks): 3/day each: wish BONUS ACTIONS Instant Teleportation. Aezi'el immediately teleports up to 1200 to a point they can see. If a creature occupies that point, they are immediately pushed 20 feet away from that spot. Gaze of Terror. Aezi'el gazes at a creature within 30 feet of them, their eyes burning with arcane malevolence. The creature must succeed on a DC 48 Wisdom saving throw, or become frightened of Aezi'el for 10 minutes. That creature also has disadvantage on their next attack. While frightened, they may make another saving throw at the end of each of their turns, ending the condition on a success. REACTIONS Second Wind (24/Short or Long Rest). Aezi'el has a limited well of stamina that they can draw on to protect themself from harm. They regain 272 (1d10 + 267) hit points. Intercept. When a creature adjacent to Aezi'el makes an attack that requires a roll to hit, Aezi'el can intercept the attack with their Infernal Whip. Aezi'el makes an attack roll with their Infernal Whip. If the roll is higher than the attack roll of the creature, the attack of the creature misses. LEGENDARY ACTIONS Extra Attack. Aezi'el makes one attack with one of their weapons. Reposition. Aezi'el moves 60 feet without provoking Opportunity Attacks. Destructive Orb (Costs 2 Actions). Aezi'el creates an orb of crackling, warbling energy, hurling it at a point they choose. On contact with a surface, the orb explodes, sending destructive power coursing through a 50-foot-radius sphere. A creature hit by this attack must succeed on a DC 48 Constitution saving throw, taking 112 (32d6) force damage and gaining three levels of exhaustion on a failed save, and taking half as much damage and only gaining one level of exhaustion on a successful one.
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Hi guys! This is my desktop alt account. My mobile one goes by the name of AgateElk8337, so maybe you've heard of me? Who knows! For those who don't know, I'm a demiromantic, very socially awkward he/him from the Sooner State. I'm also an unofficial therapist on Onions Are LIke Worms.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with barbecue sauce."
I mainly see you on forum games and stuff so maybe 4. I see another person a lot too but don't remember his/her name. Also, IamSposta is everywhere. (Except the forum games, that is) And I have no idea who Nothic and Drummer are.
bro is fr a noob. no offense. I came in like around this time last year and I don't remember getting popular but I hung out with the popular people (at least I think I did). Dutch was the first person I remember, then Nothic, then Drummer, then like Archfey and DruidGirl and some other peeps that I think are still here. Drummer's basically disappeared. oh yeah and Yondor. Yondor was a celebrity. I never knew him well tho. I don't think he talks as much anymore. And then I came back one time and met Gibber, EJOD (he doesn't talk as much), and some other people. It's like Narnia almost. I leave for a few months and everything is different now.
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I heard life is what passes when you're too busy living.
Any lore masters here want to take a crack at coming up with a background for a fallen angel who has essentially become probably one of the most powerful elder gods ever known? Here's his statblock if you need ideas:
Aezi'el The Fallen One Large Celestial (Fallen One), Neutral Evil Armor Class 51 (natural armor, shield) Hit Points 11080 (267d10 + 9612) Speed 120 ft, fly 520 ft STR 80(+35) DEX 68(+29) CON 80(+35) INT 77(+33) WIS 53(+21) CHA 80(+35) Saving Throws Str +76, Dex +70, Con +76, Wis +62, Cha +76 Skills Acrobatics +70, Athletics +76, Deception +76, Intimidation +76, Religion +74, Stealth +70, Survival +62 Damage Resistances acid, bludgeoning, cold, force, lightning, piercing, psychic, slashing, thunder Damage Immunities fire, necrotic, poison, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses Blindsight 20 ft, Darkvision 1500 ft, Tremorsense 50 ft, Truesight 300 ft, passive Perception 31 Languages Celestial, Common, Infernal, Telepathy Proficiency +41 Challenge 160 (??? XP) TRAITS Legendary Resistance (18/Day). If Aezi'el fails a saving throw, they can choose to succeed instead. Master of Magic. Aezi'el may cast a spell before using their action as normal. Action Surge (17/Short or Long Rest). Aezi'el can push themself beyond their normal limits for a moment. On their turn, they can take one additional action. They can use it only once on the same turn. Indomitable (65/Day). Aezi'el can reroll a saving throw that they fails. If they does so, they must use the new roll. ACTIONS Multiattack. Aezi'el makes thirteen attacks with their Infernal Whip and one Shield Bash, or thirteen attacks with their Celestial Trident. Celestial Trident. Melee or Ranged Weapon Attack: +165 to hit, reach 10 ft or range 100/340 ft, one target. Hit: 57 (5d8 + 35) piercing damage, or 62 (5d10 + 35) piercing damage if used with two hands to make a melee attack. Any creature hit by this attack must succeed on a DC 48 Constitution saving throw or become paralyzed and stunned. A creature with a Chaotic or Lawful alignment takes 96 (9d20) radiant or necrotic damage, with a Chaotic aligned creature taking radiant damage and a Lawful aligned creature taking necrotic damage. Infernal Whip. Melee Weapon Attack: +165 to hit, reach 55 ft, one target. Hit: 51 (3d10 + 35) slashing damage. If Aezi'el chooses, any creature hit by this attack automatically becomes restrained (escape DC 48), and takes 86 (13d12) fire damage and 86 (13d12) necrotic damage at the start of its turn. Aezi'el may move a restrained creature up to 50 feet in any direction, but cannot attack another creature with their Infernal Whip until the restrained creature escapes. Shield Bash. Melee Weapon Attack: +165 to hit, reach 10 ft, one target. Hit: 38 (1d6 + 35) bludgeoning damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC 48 Strength saving throw or be pushed 30 feet backwards and knocked prone. Lance of Demonic Divinity (Recharge 6–6). Aezi'el creates a 15-foot long spear of pure demonic and divine power, and hurls it at a creature within 500 feet of them. The creature must succeed on DC 48 Dexterity saving throw, taking 325 (50d12) radiant or necrotic damage (Aezi'el's choice) on a failed save or half as much damage on a successful one. Flame Breath (Recharge 4–6). Aezi'el exhales a plume of pure black flame in a 300-foot cone. Any creatures caught in this area must succeed on a DC 48 Dexterity saving throw, taking 264 (48d10) fire damage on a failed save or half as much damage on a successful one. Shield Wall. Aezi'el protects themself from all incoming damage, reducing it by half (rounded down) until the beginning of their next turn. While in this stance, they can also make one Shield Bash attack. Aezi'el must be wielding a shield to use this action. Spellcasting. Aezi'el casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 84, +76 to hit with spell attacks): 3/day each: wish BONUS ACTIONS Instant Teleportation. Aezi'el immediately teleports up to 1200 to a point they can see. If a creature occupies that point, they are immediately pushed 20 feet away from that spot. Gaze of Terror. Aezi'el gazes at a creature within 30 feet of them, their eyes burning with arcane malevolence. The creature must succeed on a DC 48 Wisdom saving throw, or become frightened of Aezi'el for 10 minutes. That creature also has disadvantage on their next attack. While frightened, they may make another saving throw at the end of each of their turns, ending the condition on a success. REACTIONS Second Wind (24/Short or Long Rest). Aezi'el has a limited well of stamina that they can draw on to protect themself from harm. They regain 272 (1d10 + 267) hit points. Intercept. When a creature adjacent to Aezi'el makes an attack that requires a roll to hit, Aezi'el can intercept the attack with their Infernal Whip. Aezi'el makes an attack roll with their Infernal Whip. If the roll is higher than the attack roll of the creature, the attack of the creature misses. LEGENDARY ACTIONS Extra Attack. Aezi'el makes one attack with one of their weapons. Reposition. Aezi'el moves 60 feet without provoking Opportunity Attacks. Destructive Orb (Costs 2 Actions). Aezi'el creates an orb of crackling, warbling energy, hurling it at a point they choose. On contact with a surface, the orb explodes, sending destructive power coursing through a 50-foot-radius sphere. A creature hit by this attack must succeed on a DC 48 Constitution saving throw, taking 112 (32d6) force damage and gaining three levels of exhaustion on a failed save, and taking half as much damage and only gaining one level of exhaustion on a successful one.
That's powerful, but makes sense if they're an elder god. I'm not a lore expert, so can't help there, but how'd you calculate god level stats? Might use it for my own.
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Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
I mainly see you on forum games and stuff so maybe 4. I see another person a lot too but don't remember his/her name. Also, IamSposta is everywhere. (Except the forum games, that is) And I have no idea who Nothic and Drummer are.
bro is fr a noob. no offense. I came in like around this time last year and I don't remember getting popular but I hung out with the popular people (at least I think I did). Dutch was the first person I remember, then Nothic, then Drummer, then like Archfey and DruidGirl and some other peeps that I think are still here. Drummer's basically disappeared. oh yeah and Yondor. Yondor was a celebrity. I never knew him well tho. I don't think he talks as much anymore. And then I came back one time and met Gibber, EJOD (he doesn't talk as much), and some other people. It's like Narnia almost. I leave for a few months and everything is different now.
Yeah, I joined like less than half a month ago. No offense taken. I understand.
I mainly see you on forum games and stuff so maybe 4. I see another person a lot too but don't remember his/her name. Also, IamSposta is everywhere. (Except the forum games, that is) And I have no idea who Nothic and Drummer are.
bro is fr a noob. no offense. I came in like around this time last year and I don't remember getting popular but I hung out with the popular people (at least I think I did). Dutch was the first person I remember, then Nothic, then Drummer, then like Archfey and DruidGirl and some other peeps that I think are still here. Drummer's basically disappeared. oh yeah and Yondor. Yondor was a celebrity. I never knew him well tho. I don't think he talks as much anymore. And then I came back one time and met Gibber, EJOD (he doesn't talk as much), and some other people. It's like Narnia almost. I leave for a few months and everything is different now.
For real, this place is a constantly changing landscape with different people leaving and arriving all the time. DDB could probably be classified with different eras and stuff lol.
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Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
I kinda wonder what I would rank. Probably a 3, maybe a 4 if I stretch it
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Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
Any lore masters here want to take a crack at coming up with a background for a fallen angel who has essentially become probably one of the most powerful elder gods ever known? Here's his statblock if you need ideas:
Aezi'el The Fallen One Large Celestial (Fallen One), Neutral Evil Armor Class 51 (natural armor, shield) Hit Points 11080 (267d10 + 9612) Speed 120 ft, fly 520 ft STR 80(+35) DEX 68(+29) CON 80(+35) INT 77(+33) WIS 53(+21) CHA 80(+35) Saving Throws Str +76, Dex +70, Con +76, Wis +62, Cha +76 Skills Acrobatics +70, Athletics +76, Deception +76, Intimidation +76, Religion +74, Stealth +70, Survival +62 Damage Resistances acid, bludgeoning, cold, force, lightning, piercing, psychic, slashing, thunder Damage Immunities fire, necrotic, poison, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses Blindsight 20 ft, Darkvision 1500 ft, Tremorsense 50 ft, Truesight 300 ft, passive Perception 31 Languages Celestial, Common, Infernal, Telepathy Proficiency +41 Challenge 160 (??? XP) TRAITS Legendary Resistance (18/Day). If Aezi'el fails a saving throw, they can choose to succeed instead. Master of Magic. Aezi'el may cast a spell before using their action as normal. Action Surge (17/Short or Long Rest). Aezi'el can push themself beyond their normal limits for a moment. On their turn, they can take one additional action. They can use it only once on the same turn. Indomitable (65/Day). Aezi'el can reroll a saving throw that they fails. If they does so, they must use the new roll. ACTIONS Multiattack. Aezi'el makes thirteen attacks with their Infernal Whip and one Shield Bash, or thirteen attacks with their Celestial Trident. Celestial Trident. Melee or Ranged Weapon Attack: +165 to hit, reach 10 ft or range 100/340 ft, one target. Hit: 57 (5d8 + 35) piercing damage, or 62 (5d10 + 35) piercing damage if used with two hands to make a melee attack. Any creature hit by this attack must succeed on a DC 48 Constitution saving throw or become paralyzed and stunned. A creature with a Chaotic or Lawful alignment takes 96 (9d20) radiant or necrotic damage, with a Chaotic aligned creature taking radiant damage and a Lawful aligned creature taking necrotic damage. Infernal Whip. Melee Weapon Attack: +165 to hit, reach 55 ft, one target. Hit: 51 (3d10 + 35) slashing damage. If Aezi'el chooses, any creature hit by this attack automatically becomes restrained (escape DC 48), and takes 86 (13d12) fire damage and 86 (13d12) necrotic damage at the start of its turn. Aezi'el may move a restrained creature up to 50 feet in any direction, but cannot attack another creature with their Infernal Whip until the restrained creature escapes. Shield Bash. Melee Weapon Attack: +165 to hit, reach 10 ft, one target. Hit: 38 (1d6 + 35) bludgeoning damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC 48 Strength saving throw or be pushed 30 feet backwards and knocked prone. Lance of Demonic Divinity (Recharge 6–6). Aezi'el creates a 15-foot long spear of pure demonic and divine power, and hurls it at a creature within 500 feet of them. The creature must succeed on DC 48 Dexterity saving throw, taking 325 (50d12) radiant or necrotic damage (Aezi'el's choice) on a failed save or half as much damage on a successful one. Flame Breath (Recharge 4–6). Aezi'el exhales a plume of pure black flame in a 300-foot cone. Any creatures caught in this area must succeed on a DC 48 Dexterity saving throw, taking 264 (48d10) fire damage on a failed save or half as much damage on a successful one. Shield Wall. Aezi'el protects themself from all incoming damage, reducing it by half (rounded down) until the beginning of their next turn. While in this stance, they can also make one Shield Bash attack. Aezi'el must be wielding a shield to use this action. Spellcasting. Aezi'el casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 84, +76 to hit with spell attacks): 3/day each: wish BONUS ACTIONS Instant Teleportation. Aezi'el immediately teleports up to 1200 to a point they can see. If a creature occupies that point, they are immediately pushed 20 feet away from that spot. Gaze of Terror. Aezi'el gazes at a creature within 30 feet of them, their eyes burning with arcane malevolence. The creature must succeed on a DC 48 Wisdom saving throw, or become frightened of Aezi'el for 10 minutes. That creature also has disadvantage on their next attack. While frightened, they may make another saving throw at the end of each of their turns, ending the condition on a success. REACTIONS Second Wind (24/Short or Long Rest). Aezi'el has a limited well of stamina that they can draw on to protect themself from harm. They regain 272 (1d10 + 267) hit points. Intercept. When a creature adjacent to Aezi'el makes an attack that requires a roll to hit, Aezi'el can intercept the attack with their Infernal Whip. Aezi'el makes an attack roll with their Infernal Whip. If the roll is higher than the attack roll of the creature, the attack of the creature misses. LEGENDARY ACTIONS Extra Attack. Aezi'el makes one attack with one of their weapons. Reposition. Aezi'el moves 60 feet without provoking Opportunity Attacks. Destructive Orb (Costs 2 Actions). Aezi'el creates an orb of crackling, warbling energy, hurling it at a point they choose. On contact with a surface, the orb explodes, sending destructive power coursing through a 50-foot-radius sphere. A creature hit by this attack must succeed on a DC 48 Constitution saving throw, taking 112 (32d6) force damage and gaining three levels of exhaustion on a failed save, and taking half as much damage and only gaining one level of exhaustion on a successful one.
That's powerful, but makes sense if they're an elder god. I'm not a lore expert, so can't help there, but how'd you calculate god level stats? Might use it for my own.
Yeah, it was basically just a way to see how powerful I could make a single creature, but now I kinda wanna flesh this guy out a little. As for the ridiculously high stats, I used a website called Monstershuffler.
Hi guys! This is my desktop alt account. My mobile one goes by the name of AgateElk8337, so maybe you've heard of me? Who knows! For those who don't know, I'm a demiromantic, very socially awkward he/him from the Sooner State. I'm also an unofficial therapist on Onions Are LIke Worms.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with barbecue sauce."
Any lore masters here want to take a crack at coming up with a background for a fallen angel who has essentially become probably one of the most powerful elder gods ever known? Here's his statblock if you need ideas:
Aezi'el The Fallen One Large Celestial (Fallen One), Neutral Evil Armor Class 51 (natural armor, shield) Hit Points 11080 (267d10 + 9612) Speed 120 ft, fly 520 ft STR 80(+35) DEX 68(+29) CON 80(+35) INT 77(+33) WIS 53(+21) CHA 80(+35) Saving Throws Str +76, Dex +70, Con +76, Wis +62, Cha +76 Skills Acrobatics +70, Athletics +76, Deception +76, Intimidation +76, Religion +74, Stealth +70, Survival +62 Damage Resistances acid, bludgeoning, cold, force, lightning, piercing, psychic, slashing, thunder Damage Immunities fire, necrotic, poison, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses Blindsight 20 ft, Darkvision 1500 ft, Tremorsense 50 ft, Truesight 300 ft, passive Perception 31 Languages Celestial, Common, Infernal, Telepathy Proficiency +41 Challenge 160 (??? XP) TRAITS Legendary Resistance (18/Day). If Aezi'el fails a saving throw, they can choose to succeed instead. Master of Magic. Aezi'el may cast a spell before using their action as normal. Action Surge (17/Short or Long Rest). Aezi'el can push themself beyond their normal limits for a moment. On their turn, they can take one additional action. They can use it only once on the same turn. Indomitable (65/Day). Aezi'el can reroll a saving throw that they fails. If they does so, they must use the new roll. ACTIONS Multiattack. Aezi'el makes thirteen attacks with their Infernal Whip and one Shield Bash, or thirteen attacks with their Celestial Trident. Celestial Trident. Melee or Ranged Weapon Attack: +165 to hit, reach 10 ft or range 100/340 ft, one target. Hit: 57 (5d8 + 35) piercing damage, or 62 (5d10 + 35) piercing damage if used with two hands to make a melee attack. Any creature hit by this attack must succeed on a DC 48 Constitution saving throw or become paralyzed and stunned. A creature with a Chaotic or Lawful alignment takes 96 (9d20) radiant or necrotic damage, with a Chaotic aligned creature taking radiant damage and a Lawful aligned creature taking necrotic damage. Infernal Whip. Melee Weapon Attack: +165 to hit, reach 55 ft, one target. Hit: 51 (3d10 + 35) slashing damage. If Aezi'el chooses, any creature hit by this attack automatically becomes restrained (escape DC 48), and takes 86 (13d12) fire damage and 86 (13d12) necrotic damage at the start of its turn. Aezi'el may move a restrained creature up to 50 feet in any direction, but cannot attack another creature with their Infernal Whip until the restrained creature escapes. Shield Bash. Melee Weapon Attack: +165 to hit, reach 10 ft, one target. Hit: 38 (1d6 + 35) bludgeoning damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC 48 Strength saving throw or be pushed 30 feet backwards and knocked prone. Lance of Demonic Divinity (Recharge 6–6). Aezi'el creates a 15-foot long spear of pure demonic and divine power, and hurls it at a creature within 500 feet of them. The creature must succeed on DC 48 Dexterity saving throw, taking 325 (50d12) radiant or necrotic damage (Aezi'el's choice) on a failed save or half as much damage on a successful one. Flame Breath (Recharge 4–6). Aezi'el exhales a plume of pure black flame in a 300-foot cone. Any creatures caught in this area must succeed on a DC 48 Dexterity saving throw, taking 264 (48d10) fire damage on a failed save or half as much damage on a successful one. Shield Wall. Aezi'el protects themself from all incoming damage, reducing it by half (rounded down) until the beginning of their next turn. While in this stance, they can also make one Shield Bash attack. Aezi'el must be wielding a shield to use this action. Spellcasting. Aezi'el casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 84, +76 to hit with spell attacks): 3/day each: wish BONUS ACTIONS Instant Teleportation. Aezi'el immediately teleports up to 1200 to a point they can see. If a creature occupies that point, they are immediately pushed 20 feet away from that spot. Gaze of Terror. Aezi'el gazes at a creature within 30 feet of them, their eyes burning with arcane malevolence. The creature must succeed on a DC 48 Wisdom saving throw, or become frightened of Aezi'el for 10 minutes. That creature also has disadvantage on their next attack. While frightened, they may make another saving throw at the end of each of their turns, ending the condition on a success. REACTIONS Second Wind (24/Short or Long Rest). Aezi'el has a limited well of stamina that they can draw on to protect themself from harm. They regain 272 (1d10 + 267) hit points. Intercept. When a creature adjacent to Aezi'el makes an attack that requires a roll to hit, Aezi'el can intercept the attack with their Infernal Whip. Aezi'el makes an attack roll with their Infernal Whip. If the roll is higher than the attack roll of the creature, the attack of the creature misses. LEGENDARY ACTIONS Extra Attack. Aezi'el makes one attack with one of their weapons. Reposition. Aezi'el moves 60 feet without provoking Opportunity Attacks. Destructive Orb (Costs 2 Actions). Aezi'el creates an orb of crackling, warbling energy, hurling it at a point they choose. On contact with a surface, the orb explodes, sending destructive power coursing through a 50-foot-radius sphere. A creature hit by this attack must succeed on a DC 48 Constitution saving throw, taking 112 (32d6) force damage and gaining three levels of exhaustion on a failed save, and taking half as much damage and only gaining one level of exhaustion on a successful one.
That's powerful, but makes sense if they're an elder god. I'm not a lore expert, so can't help there, but how'd you calculate god level stats? Might use it for my own.
Yeah, it was basically just a way to see how powerful I could make a single creature, but now I kinda wanna flesh this guy out a little. As for the ridiculously high stats, I used a website called Monster Shuffler.
I'll check it out. Thanks!
Rollback Post to RevisionRollBack
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
Any lore masters here want to take a crack at coming up with a background for a fallen angel who has essentially become probably one of the most powerful elder gods ever known? Here's his statblock if you need ideas:
Aezi'el The Fallen One Large Celestial (Fallen One), Neutral Evil Armor Class 51 (natural armor, shield) Hit Points 11080 (267d10 + 9612) Speed 120 ft, fly 520 ft STR 80(+35) DEX 68(+29) CON 80(+35) INT 77(+33) WIS 53(+21) CHA 80(+35) Saving Throws Str +76, Dex +70, Con +76, Wis +62, Cha +76 Skills Acrobatics +70, Athletics +76, Deception +76, Intimidation +76, Religion +74, Stealth +70, Survival +62 Damage Resistances acid, bludgeoning, cold, force, lightning, piercing, psychic, slashing, thunder Damage Immunities fire, necrotic, poison, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses Blindsight 20 ft, Darkvision 1500 ft, Tremorsense 50 ft, Truesight 300 ft, passive Perception 31 Languages Celestial, Common, Infernal, Telepathy Proficiency +41 Challenge 160 (??? XP) TRAITS Legendary Resistance (18/Day). If Aezi'el fails a saving throw, they can choose to succeed instead. Master of Magic. Aezi'el may cast a spell before using their action as normal. Action Surge (17/Short or Long Rest). Aezi'el can push themself beyond their normal limits for a moment. On their turn, they can take one additional action. They can use it only once on the same turn. Indomitable (65/Day). Aezi'el can reroll a saving throw that they fails. If they does so, they must use the new roll. ACTIONS Multiattack. Aezi'el makes thirteen attacks with their Infernal Whip and one Shield Bash, or thirteen attacks with their Celestial Trident. Celestial Trident. Melee or Ranged Weapon Attack: +165 to hit, reach 10 ft or range 100/340 ft, one target. Hit: 57 (5d8 + 35) piercing damage, or 62 (5d10 + 35) piercing damage if used with two hands to make a melee attack. Any creature hit by this attack must succeed on a DC 48 Constitution saving throw or become paralyzed and stunned. A creature with a Chaotic or Lawful alignment takes 96 (9d20) radiant or necrotic damage, with a Chaotic aligned creature taking radiant damage and a Lawful aligned creature taking necrotic damage. Infernal Whip. Melee Weapon Attack: +165 to hit, reach 55 ft, one target. Hit: 51 (3d10 + 35) slashing damage. If Aezi'el chooses, any creature hit by this attack automatically becomes restrained (escape DC 48), and takes 86 (13d12) fire damage and 86 (13d12) necrotic damage at the start of its turn. Aezi'el may move a restrained creature up to 50 feet in any direction, but cannot attack another creature with their Infernal Whip until the restrained creature escapes. Shield Bash. Melee Weapon Attack: +165 to hit, reach 10 ft, one target. Hit: 38 (1d6 + 35) bludgeoning damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC 48 Strength saving throw or be pushed 30 feet backwards and knocked prone. Lance of Demonic Divinity (Recharge 6–6). Aezi'el creates a 15-foot long spear of pure demonic and divine power, and hurls it at a creature within 500 feet of them. The creature must succeed on DC 48 Dexterity saving throw, taking 325 (50d12) radiant or necrotic damage (Aezi'el's choice) on a failed save or half as much damage on a successful one. Flame Breath (Recharge 4–6). Aezi'el exhales a plume of pure black flame in a 300-foot cone. Any creatures caught in this area must succeed on a DC 48 Dexterity saving throw, taking 264 (48d10) fire damage on a failed save or half as much damage on a successful one. Shield Wall. Aezi'el protects themself from all incoming damage, reducing it by half (rounded down) until the beginning of their next turn. While in this stance, they can also make one Shield Bash attack. Aezi'el must be wielding a shield to use this action. Spellcasting. Aezi'el casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 84, +76 to hit with spell attacks): 3/day each: wish BONUS ACTIONS Instant Teleportation. Aezi'el immediately teleports up to 1200 to a point they can see. If a creature occupies that point, they are immediately pushed 20 feet away from that spot. Gaze of Terror. Aezi'el gazes at a creature within 30 feet of them, their eyes burning with arcane malevolence. The creature must succeed on a DC 48 Wisdom saving throw, or become frightened of Aezi'el for 10 minutes. That creature also has disadvantage on their next attack. While frightened, they may make another saving throw at the end of each of their turns, ending the condition on a success. REACTIONS Second Wind (24/Short or Long Rest). Aezi'el has a limited well of stamina that they can draw on to protect themself from harm. They regain 272 (1d10 + 267) hit points. Intercept. When a creature adjacent to Aezi'el makes an attack that requires a roll to hit, Aezi'el can intercept the attack with their Infernal Whip. Aezi'el makes an attack roll with their Infernal Whip. If the roll is higher than the attack roll of the creature, the attack of the creature misses. LEGENDARY ACTIONS Extra Attack. Aezi'el makes one attack with one of their weapons. Reposition. Aezi'el moves 60 feet without provoking Opportunity Attacks. Destructive Orb (Costs 2 Actions). Aezi'el creates an orb of crackling, warbling energy, hurling it at a point they choose. On contact with a surface, the orb explodes, sending destructive power coursing through a 50-foot-radius sphere. A creature hit by this attack must succeed on a DC 48 Constitution saving throw, taking 112 (32d6) force damage and gaining three levels of exhaustion on a failed save, and taking half as much damage and only gaining one level of exhaustion on a successful one.
That's powerful, but makes sense if they're an elder god. I'm not a lore expert, so can't help there, but how'd you calculate god level stats? Might use it for my own.
Yeah, it was basically just a way to see how powerful I could make a single creature, but now I kinda wanna flesh this guy out a little. As for the ridiculously high stats, I used a website called Monster Shuffler.
I'll check it out. Thanks!
Ok, now I wanna use this to make a statblock for my gibbering self. What CR would an eldritch horror with large amounts of power of space, time and insanity be?
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Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
Any lore masters here want to take a crack at coming up with a background for a fallen angel who has essentially become probably one of the most powerful elder gods ever known? Here's his statblock if you need ideas:
Aezi'el The Fallen One Large Celestial (Fallen One), Neutral Evil Armor Class 51 (natural armor, shield) Hit Points 11080 (267d10 + 9612) Speed 120 ft, fly 520 ft STR 80(+35) DEX 68(+29) CON 80(+35) INT 77(+33) WIS 53(+21) CHA 80(+35) Saving Throws Str +76, Dex +70, Con +76, Wis +62, Cha +76 Skills Acrobatics +70, Athletics +76, Deception +76, Intimidation +76, Religion +74, Stealth +70, Survival +62 Damage Resistances acid, bludgeoning, cold, force, lightning, piercing, psychic, slashing, thunder Damage Immunities fire, necrotic, poison, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses Blindsight 20 ft, Darkvision 1500 ft, Tremorsense 50 ft, Truesight 300 ft, passive Perception 31 Languages Celestial, Common, Infernal, Telepathy Proficiency +41 Challenge 160 (??? XP) TRAITS Legendary Resistance (18/Day). If Aezi'el fails a saving throw, they can choose to succeed instead. Master of Magic. Aezi'el may cast a spell before using their action as normal. Action Surge (17/Short or Long Rest). Aezi'el can push themself beyond their normal limits for a moment. On their turn, they can take one additional action. They can use it only once on the same turn. Indomitable (65/Day). Aezi'el can reroll a saving throw that they fails. If they does so, they must use the new roll. ACTIONS Multiattack. Aezi'el makes thirteen attacks with their Infernal Whip and one Shield Bash, or thirteen attacks with their Celestial Trident. Celestial Trident. Melee or Ranged Weapon Attack: +165 to hit, reach 10 ft or range 100/340 ft, one target. Hit: 57 (5d8 + 35) piercing damage, or 62 (5d10 + 35) piercing damage if used with two hands to make a melee attack. Any creature hit by this attack must succeed on a DC 48 Constitution saving throw or become paralyzed and stunned. A creature with a Chaotic or Lawful alignment takes 96 (9d20) radiant or necrotic damage, with a Chaotic aligned creature taking radiant damage and a Lawful aligned creature taking necrotic damage. Infernal Whip. Melee Weapon Attack: +165 to hit, reach 55 ft, one target. Hit: 51 (3d10 + 35) slashing damage. If Aezi'el chooses, any creature hit by this attack automatically becomes restrained (escape DC 48), and takes 86 (13d12) fire damage and 86 (13d12) necrotic damage at the start of its turn. Aezi'el may move a restrained creature up to 50 feet in any direction, but cannot attack another creature with their Infernal Whip until the restrained creature escapes. Shield Bash. Melee Weapon Attack: +165 to hit, reach 10 ft, one target. Hit: 38 (1d6 + 35) bludgeoning damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC 48 Strength saving throw or be pushed 30 feet backwards and knocked prone. Lance of Demonic Divinity (Recharge 6–6). Aezi'el creates a 15-foot long spear of pure demonic and divine power, and hurls it at a creature within 500 feet of them. The creature must succeed on DC 48 Dexterity saving throw, taking 325 (50d12) radiant or necrotic damage (Aezi'el's choice) on a failed save or half as much damage on a successful one. Flame Breath (Recharge 4–6). Aezi'el exhales a plume of pure black flame in a 300-foot cone. Any creatures caught in this area must succeed on a DC 48 Dexterity saving throw, taking 264 (48d10) fire damage on a failed save or half as much damage on a successful one. Shield Wall. Aezi'el protects themself from all incoming damage, reducing it by half (rounded down) until the beginning of their next turn. While in this stance, they can also make one Shield Bash attack. Aezi'el must be wielding a shield to use this action. Spellcasting. Aezi'el casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 84, +76 to hit with spell attacks): 3/day each: wish BONUS ACTIONS Instant Teleportation. Aezi'el immediately teleports up to 1200 to a point they can see. If a creature occupies that point, they are immediately pushed 20 feet away from that spot. Gaze of Terror. Aezi'el gazes at a creature within 30 feet of them, their eyes burning with arcane malevolence. The creature must succeed on a DC 48 Wisdom saving throw, or become frightened of Aezi'el for 10 minutes. That creature also has disadvantage on their next attack. While frightened, they may make another saving throw at the end of each of their turns, ending the condition on a success. REACTIONS Second Wind (24/Short or Long Rest). Aezi'el has a limited well of stamina that they can draw on to protect themself from harm. They regain 272 (1d10 + 267) hit points. Intercept. When a creature adjacent to Aezi'el makes an attack that requires a roll to hit, Aezi'el can intercept the attack with their Infernal Whip. Aezi'el makes an attack roll with their Infernal Whip. If the roll is higher than the attack roll of the creature, the attack of the creature misses. LEGENDARY ACTIONS Extra Attack. Aezi'el makes one attack with one of their weapons. Reposition. Aezi'el moves 60 feet without provoking Opportunity Attacks. Destructive Orb (Costs 2 Actions). Aezi'el creates an orb of crackling, warbling energy, hurling it at a point they choose. On contact with a surface, the orb explodes, sending destructive power coursing through a 50-foot-radius sphere. A creature hit by this attack must succeed on a DC 48 Constitution saving throw, taking 112 (32d6) force damage and gaining three levels of exhaustion on a failed save, and taking half as much damage and only gaining one level of exhaustion on a successful one.
That's powerful, but makes sense if they're an elder god. I'm not a lore expert, so can't help there, but how'd you calculate god level stats? Might use it for my own.
Yeah, it was basically just a way to see how powerful I could make a single creature, but now I kinda wanna flesh this guy out a little. As for the ridiculously high stats, I used a website called Monster Shuffler.
I'll check it out. Thanks!
Ok, now I wanna use this to make a statblock for my gibbering self. What CR would an eldritch horror with large amounts of power of space, time and insanity be?
I am curious as well....
I heard life is what passes when you're too busy living.
yeah I kinda agree with that. you're still a legend tho. 4
I heard life is what passes when you're too busy living.
I mainly see you on forum games and stuff so maybe 4. I see another person a lot too but don't remember his/her name. Also, IamSposta is everywhere. (Except the forum games, that is) And I have no idea who Nothic and Drummer are.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
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3. I'd rank you higher, but you're not too active.
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Also, I miss Drummer and Nothic. Haven't seen them on in a while...
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Any lore masters here want to take a crack at coming up with a background for a fallen angel who has essentially become probably one of the most powerful elder gods ever known? Here's his statblock if you need ideas:
Aezi'el The Fallen One
Large Celestial (Fallen One), Neutral Evil
Armor Class 51 (natural armor, shield)
Hit Points 11080 (267d10 + 9612)
Speed 120 ft, fly 520 ft
STR 80(+35) DEX 68(+29) CON 80(+35) INT 77(+33) WIS 53(+21) CHA 80(+35)
Saving Throws Str +76, Dex +70, Con +76, Wis +62, Cha +76
Skills Acrobatics +70, Athletics +76, Deception +76, Intimidation +76, Religion +74, Stealth +70, Survival +62
Damage Resistances acid, bludgeoning, cold, force, lightning, piercing, psychic, slashing, thunder
Damage Immunities fire, necrotic, poison, radiant
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses Blindsight 20 ft, Darkvision 1500 ft, Tremorsense 50 ft, Truesight 300 ft, passive Perception 31
Languages Celestial, Common, Infernal, Telepathy
Proficiency +41
Challenge 160 (??? XP)
TRAITS
Legendary Resistance (18/Day). If Aezi'el fails a saving throw, they can choose to succeed instead.
Master of Magic. Aezi'el may cast a spell before using their action as normal.
Action Surge (17/Short or Long Rest). Aezi'el can push themself beyond their normal limits for a moment. On their turn, they can take one additional action. They can use it only once on the same turn.
Indomitable (65/Day). Aezi'el can reroll a saving throw that they fails. If they does so, they must use the new roll.
ACTIONS
Multiattack. Aezi'el makes thirteen attacks with their Infernal Whip and one Shield Bash, or thirteen attacks with their Celestial Trident.
Celestial Trident. Melee or Ranged Weapon Attack: +165 to hit, reach 10 ft or range 100/340 ft, one target. Hit: 57 (5d8 + 35) piercing damage, or 62 (5d10 + 35) piercing damage if used with two hands to make a melee attack. Any creature hit by this attack must succeed on a DC 48 Constitution saving throw or become paralyzed and stunned. A creature with a Chaotic or Lawful alignment takes 96 (9d20) radiant or necrotic damage, with a Chaotic aligned creature taking radiant damage and a Lawful aligned creature taking necrotic damage.
Infernal Whip. Melee Weapon Attack: +165 to hit, reach 55 ft, one target. Hit: 51 (3d10 + 35) slashing damage. If Aezi'el chooses, any creature hit by this attack automatically becomes restrained (escape DC 48), and takes 86 (13d12) fire damage and 86 (13d12) necrotic damage at the start of its turn. Aezi'el may move a restrained creature up to 50 feet in any direction, but cannot attack another creature with their Infernal Whip until the restrained creature escapes.
Shield Bash. Melee Weapon Attack: +165 to hit, reach 10 ft, one target. Hit: 38 (1d6 + 35) bludgeoning damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC 48 Strength saving throw or be pushed 30 feet backwards and knocked prone.
Lance of Demonic Divinity (Recharge 6–6). Aezi'el creates a 15-foot long spear of pure demonic and divine power, and hurls it at a creature within 500 feet of them. The creature must succeed on DC 48 Dexterity saving throw, taking 325 (50d12) radiant or necrotic damage (Aezi'el's choice) on a failed save or half as much damage on a successful one.
Flame Breath (Recharge 4–6). Aezi'el exhales a plume of pure black flame in a 300-foot cone. Any creatures caught in this area must succeed on a DC 48 Dexterity saving throw, taking 264 (48d10) fire damage on a failed save or half as much damage on a successful one.
Shield Wall. Aezi'el protects themself from all incoming damage, reducing it by half (rounded down) until the beginning of their next turn. While in this stance, they can also make one Shield Bash attack. Aezi'el must be wielding a shield to use this action.
Spellcasting. Aezi'el casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 84, +76 to hit with spell attacks):
3/day each: wish
BONUS ACTIONS
Instant Teleportation. Aezi'el immediately teleports up to 1200 to a point they can see. If a creature occupies that point, they are immediately pushed 20 feet away from that spot.
Gaze of Terror. Aezi'el gazes at a creature within 30 feet of them, their eyes burning with arcane malevolence. The creature must succeed on a DC 48 Wisdom saving throw, or become frightened of Aezi'el for 10 minutes. That creature also has disadvantage on their next attack. While frightened, they may make another saving throw at the end of each of their turns, ending the condition on a success.
REACTIONS
Second Wind (24/Short or Long Rest). Aezi'el has a limited well of stamina that they can draw on to protect themself from harm. They regain 272 (1d10 + 267) hit points.
Intercept. When a creature adjacent to Aezi'el makes an attack that requires a roll to hit, Aezi'el can intercept the attack with their Infernal Whip. Aezi'el makes an attack roll with their Infernal Whip. If the roll is higher than the attack roll of the creature, the attack of the creature misses.
LEGENDARY ACTIONS
Extra Attack. Aezi'el makes one attack with one of their weapons.
Reposition. Aezi'el moves 60 feet without provoking Opportunity Attacks.
Destructive Orb (Costs 2 Actions). Aezi'el creates an orb of crackling, warbling energy, hurling it at a point they choose. On contact with a surface, the orb explodes, sending destructive power coursing through a 50-foot-radius sphere. A creature hit by this attack must succeed on a DC 48 Constitution saving throw, taking 112 (32d6) force damage and gaining three levels of exhaustion on a failed save, and taking half as much damage and only gaining one level of exhaustion on a successful one.
Hi guys! This is my desktop alt account. My mobile one goes by the name of AgateElk8337, so maybe you've heard of me? Who knows! For those who don't know, I'm a demiromantic, very socially awkward he/him from the Sooner State. I'm also an unofficial therapist on Onions Are LIke Worms.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with barbecue sauce."
"You're never fully dressed without a smile!"
Click here for cool art!
bro is fr a noob. no offense. I came in like around this time last year and I don't remember getting popular but I hung out with the popular people (at least I think I did). Dutch was the first person I remember, then Nothic, then Drummer, then like Archfey and DruidGirl and some other peeps that I think are still here. Drummer's basically disappeared. oh yeah and Yondor. Yondor was a celebrity. I never knew him well tho. I don't think he talks as much anymore. And then I came back one time and met Gibber, EJOD (he doesn't talk as much), and some other people. It's like Narnia almost. I leave for a few months and everything is different now.
I heard life is what passes when you're too busy living.
yeah I get that
I heard life is what passes when you're too busy living.
same bro. They weere like the first people I met. besides Dutch
I heard life is what passes when you're too busy living.
That's powerful, but makes sense if they're an elder god. I'm not a lore expert, so can't help there, but how'd you calculate god level stats? Might use it for my own.
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Yeah, I joined like less than half a month ago. No offense taken. I understand.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
For real, this place is a constantly changing landscape with different people leaving and arriving all the time. DDB could probably be classified with different eras and stuff lol.
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
I kinda wonder what I would rank. Probably a 3, maybe a 4 if I stretch it
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
I don't know you well, but you seem like you would be a 4 ngl
I heard life is what passes when you're too busy living.
who would we put for a 1?
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic (currently in remission!), autism, ADHD, anger issues
Yeah, it was basically just a way to see how powerful I could make a single creature, but now I kinda wanna flesh this guy out a little. As for the ridiculously high stats, I used a website called Monstershuffler.
Hi guys! This is my desktop alt account. My mobile one goes by the name of AgateElk8337, so maybe you've heard of me? Who knows! For those who don't know, I'm a demiromantic, very socially awkward he/him from the Sooner State. I'm also an unofficial therapist on Onions Are LIke Worms.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with barbecue sauce."
"You're never fully dressed without a smile!"
Click here for cool art!
I know who, but forgot who they are.
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
I'll check it out. Thanks!
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Ok, now I wanna use this to make a statblock for my gibbering self. What CR would an eldritch horror with large amounts of power of space, time and insanity be?
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
i would say about a 50
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic (currently in remission!), autism, ADHD, anger issues