I really wanna introduce one of my characters to an rp thread, but they're WAY too overpowered for me to ever do that. I don't want them to fight anyone, I just wanna rp with them. However, that might not turn out well. I'll be back with their statblock in a minute just to show what I mean by overpowered.
Here's the statblock:
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. Lord of Fate (10/Day). Aezi'el can force a creature to reroll an attack or saving throw. They then are allowed to choose which roll the creature uses. Master of Magic. Aezi'el may use their bonus action to cast a spell from their spell list 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 fail. If they do 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): 7/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.
Many gods, elder or not, have avatars that are much weaker than their true forms. As in, Jergal, the original God of Death, had a CR 1/8 Noble statblock for his avatar. If it dies, big whup, he can just make a new one just as easily.
I really wanna introduce one of my characters to an rp thread, but they're WAY too overpowered for me to ever do that. I don't want them to fight anyone, I just wanna rp with them. However, that might not turn out well. I'll be back with their statblock in a minute just to show what I mean by overpowered.
Here's the statblock:
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. Lord of Fate (10/Day). Aezi'el can force a creature to reroll an attack or saving throw. They then are allowed to choose which roll the creature uses. Master of Magic. Aezi'el may use their bonus action to cast a spell from their spell list 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 fail. If they do 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): 7/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.
Many gods, elder or not, have avatars that are much weaker than their true forms. As in, Jergal, the original God of Death, had a CR 1/8 Noble statblock for his avatar. If it dies, big whup, he can just make a new one just as easily.
Hmmm... interestin'. May try to make an avatar for Aezi'el that could at least keep up with the Dome's heavy hitters, like Ragnaris and Coronet.
Rollback Post to RevisionRollBack
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
I really wanna introduce one of my characters to an rp thread, but they're WAY too overpowered for me to ever do that. I don't want them to fight anyone, I just wanna rp with them. However, that might not turn out well. I'll be back with their statblock in a minute just to show what I mean by overpowered.
Here's the statblock:
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. Lord of Fate (10/Day). Aezi'el can force a creature to reroll an attack or saving throw. They then are allowed to choose which roll the creature uses. Master of Magic. Aezi'el may use their bonus action to cast a spell from their spell list 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 fail. If they do 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): 7/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.
You could always make a weaker and more reasonable stat block, but keep the person and lore
Rollback Post to RevisionRollBack
Somewhere between a genius and a moron.
It was me Barry! I Jumped Jack Flash!
If I pretend my problems don’t exist and walk fast enough, they’ll eventually disappear
I'm Fry, a doodler, writer, aspiring singer/songwriter, and sort-of youtuber (check me out!) just trying to spread a little positivity wherever I can<3 Soli Deo Gloria(Sed servus eius crustulum vult) I'm a disabled, neurodivergent, artsy dumpster fire, and somewhat of a clown. But, I'm also god's favorite princess and the most interesting girl in the world. Crafter of Constellations, vocaloid enjoyer, waluigi’s #1 fan, space alien, danganer of ronpas, and certified silly goose
I really wanna introduce one of my characters to an rp thread, but they're WAY too overpowered for me to ever do that. I don't want them to fight anyone, I just wanna rp with them. However, that might not turn out well. I'll be back with their statblock in a minute just to show what I mean by overpowered.
Here's the statblock:
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. Lord of Fate (10/Day). Aezi'el can force a creature to reroll an attack or saving throw. They then are allowed to choose which roll the creature uses. Master of Magic. Aezi'el may use their bonus action to cast a spell from their spell list 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 fail. If they do 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): 7/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.
You could always make a weaker and more reasonable stat block, but keep the person and lore
Like Baalze suggested, I'm most likely gonna make an avatar of Aezi'el that's significantly less powerful. They'll still be about as powerful as most of the Dome's heavy hitters, but they'll be nowhere near the level of insane that Aezi'el themselves are.
Rollback Post to RevisionRollBack
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
I really wanna introduce one of my characters to an rp thread, but they're WAY too overpowered for me to ever do that. I don't want them to fight anyone, I just wanna rp with them. However, that might not turn out well. I'll be back with their statblock in a minute just to show what I mean by overpowered.
Here's the statblock:
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. Lord of Fate (10/Day). Aezi'el can force a creature to reroll an attack or saving throw. They then are allowed to choose which roll the creature uses. Master of Magic. Aezi'el may use their bonus action to cast a spell from their spell list 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 fail. If they do 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): 7/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.
Create a thread and use “I’m a mod” as an excuse.
Rollback Post to RevisionRollBack
My wings were clipped, my heart in a chain, I suffered then, I walked through pain, but even now I know my strength, and I know I'll go any length to save the ones I love.
My least favorite person is me, but my favorite people are y'all. Keeper of Lore, Scribe, Writer. Ask me about my writing!
I really wanna introduce one of my characters to an rp thread, but they're WAY too overpowered for me to ever do that. I don't want them to fight anyone, I just wanna rp with them. However, that might not turn out well. I'll be back with their statblock in a minute just to show what I mean by overpowered.
Here's the statblock:
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. Lord of Fate (10/Day). Aezi'el can force a creature to reroll an attack or saving throw. They then are allowed to choose which roll the creature uses. Master of Magic. Aezi'el may use their bonus action to cast a spell from their spell list 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 fail. If they do 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): 7/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.
Create a thread and use “I’m a mod” as an excuse.
My threads usually don't get much activity, so there's not really any point in doin' that.
Rollback Post to RevisionRollBack
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
I really wanna introduce one of my characters to an rp thread, but they're WAY too overpowered for me to ever do that. I don't want them to fight anyone, I just wanna rp with them. However, that might not turn out well. I'll be back with their statblock in a minute just to show what I mean by overpowered.
Here's the statblock:
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. Lord of Fate (10/Day). Aezi'el can force a creature to reroll an attack or saving throw. They then are allowed to choose which roll the creature uses. Master of Magic. Aezi'el may use their bonus action to cast a spell from their spell list 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 fail. If they do 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): 7/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.
Create a thread and use “I’m a mod” as an excuse.
That wouldn’t be fair to anyone else on the thread
Rollback Post to RevisionRollBack
Somewhere between a genius and a moron.
It was me Barry! I Jumped Jack Flash!
If I pretend my problems don’t exist and walk fast enough, they’ll eventually disappear
Would anyone happen to have a link to a content sharing campaign that includes Tasha's stuff? I'm tryin' to edit an Artificer character of mine, but the character creator won't let me add a subclass since I don't own TCoE.
Rollback Post to RevisionRollBack
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
I really wanna introduce one of my characters to an rp thread, but they're WAY too overpowered for me to ever do that. I don't want them to fight anyone, I just wanna rp with them. However, that might not turn out well. I'll be back with their statblock in a minute just to show what I mean by overpowered.
Here's the statblock:
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. Lord of Fate (10/Day). Aezi'el can force a creature to reroll an attack or saving throw. They then are allowed to choose which roll the creature uses. Master of Magic. Aezi'el may use their bonus action to cast a spell from their spell list 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 fail. If they do 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): 7/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.
Create a thread and use “I’m a mod” as an excuse.
That wouldn’t be fair to anyone else on the thread
Mods always have higher stat blocks. It’s basically just a thing mods like to do. I don’t see why this should be any different. Also, Elk said that he wanted to just use it to rp. So I don’t see the problem.
Rollback Post to RevisionRollBack
My wings were clipped, my heart in a chain, I suffered then, I walked through pain, but even now I know my strength, and I know I'll go any length to save the ones I love.
My least favorite person is me, but my favorite people are y'all. Keeper of Lore, Scribe, Writer. Ask me about my writing!
I really wanna introduce one of my characters to an rp thread, but they're WAY too overpowered for me to ever do that. I don't want them to fight anyone, I just wanna rp with them. However, that might not turn out well. I'll be back with their statblock in a minute just to show what I mean by overpowered.
Here's the statblock:
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. Lord of Fate (10/Day). Aezi'el can force a creature to reroll an attack or saving throw. They then are allowed to choose which roll the creature uses. Master of Magic. Aezi'el may use their bonus action to cast a spell from their spell list 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 fail. If they do 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): 7/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.
Create a thread and use “I’m a mod” as an excuse.
That wouldn’t be fair to anyone else on the thread
Mods always have higher stat blocks. It’s basically just a thing mods like to do. I don’t see why this should be any different. Also, Elk said that he wanted to just use it to rp. So I don’t see the problem.
That’s fine to an extent, but if you look at the stat block, having any character of that strength in any scenario wouldn’t be fair or enjoyable. If you just want to use it for rp, don’t make such a broken statblock
Rollback Post to RevisionRollBack
Somewhere between a genius and a moron.
It was me Barry! I Jumped Jack Flash!
If I pretend my problems don’t exist and walk fast enough, they’ll eventually disappear
Many gods, elder or not, have avatars that are much weaker than their true forms. As in, Jergal, the original God of Death, had a CR 1/8 Noble statblock for his avatar. If it dies, big whup, he can just make a new one just as easily.
Let him who is without sin cast the first stone.
Forever burdenless and terminally live!
Hmmm... interestin'. May try to make an avatar for Aezi'el that could at least keep up with the Dome's heavy hitters, like Ragnaris and Coronet.
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
Extended sig
You could always make a weaker and more reasonable stat block, but keep the person and lore
Somewhere between a genius and a moron.
It was me Barry! I Jumped Jack Flash!
If I pretend my problems don’t exist and walk fast enough, they’ll eventually disappear
Your honor, shut up, you wasn't even there
It’s only a war crime if you lose
i made a new vid
I'm Fry, a doodler, writer, aspiring singer/songwriter, and sort-of youtuber (check me out!) just trying to spread a little positivity wherever I can<3
Soli Deo Gloria(Sed servus eius crustulum vult)
I'm a disabled, neurodivergent, artsy dumpster fire, and somewhat of a clown. But, I'm also god's favorite princess and the most interesting girl in the world.
Crafter of Constellations, vocaloid enjoyer, waluigi’s #1 fan, space alien, danganer of ronpas, and certified silly goose
Like Baalze suggested, I'm most likely gonna make an avatar of Aezi'el that's significantly less powerful. They'll still be about as powerful as most of the Dome's heavy hitters, but they'll be nowhere near the level of insane that Aezi'el themselves are.
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
Extended sig
Create a thread and use “I’m a mod” as an excuse.
My wings were clipped, my heart in a chain, I suffered then, I walked through pain, but even now I know my strength, and I know I'll go any length to save the ones I love.
My least favorite person is me, but my favorite people are y'all. Keeper of Lore, Scribe, Writer. Ask me about my writing!
Extended Signature!
My threads usually don't get much activity, so there's not really any point in doin' that.
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
Extended sig
That wouldn’t be fair to anyone else on the thread
Somewhere between a genius and a moron.
It was me Barry! I Jumped Jack Flash!
If I pretend my problems don’t exist and walk fast enough, they’ll eventually disappear
Your honor, shut up, you wasn't even there
It’s only a war crime if you lose
Would anyone happen to have a link to a content sharing campaign that includes Tasha's stuff? I'm tryin' to edit an Artificer character of mine, but the character creator won't let me add a subclass since I don't own TCoE.
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
Extended sig
Lil spoiler of a character I've been cooking up. Did a lot of reading of H.P. Lovecraft's works and decided to make a Lovecraft inspired character.
Yeah I know I know, I used AI for the image but in my defense I cant draw very well.
Mods always have higher stat blocks. It’s basically just a thing mods like to do. I don’t see why this should be any different. Also, Elk said that he wanted to just use it to rp. So I don’t see the problem.
My wings were clipped, my heart in a chain, I suffered then, I walked through pain, but even now I know my strength, and I know I'll go any length to save the ones I love.
My least favorite person is me, but my favorite people are y'all. Keeper of Lore, Scribe, Writer. Ask me about my writing!
Extended Signature!
Banan! :D
Hello
they/her Always open to chat. Just send me a PM
That’s fine to an extent, but if you look at the stat block, having any character of that strength in any scenario wouldn’t be fair or enjoyable. If you just want to use it for rp, don’t make such a broken statblock
Somewhere between a genius and a moron.
It was me Barry! I Jumped Jack Flash!
If I pretend my problems don’t exist and walk fast enough, they’ll eventually disappear
Your honor, shut up, you wasn't even there
It’s only a war crime if you lose
Weird question: what are your thoughts on the horrifying Angel and majestic devil trope?
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Honestly it’s a fun twist, I personally prefer a horrifying angel and horrifying devil, but both of them hiding it. It’s fun.
Isn’t horrifying Angel and majestic Devil just biblical accuracy?
The thunderclouds broke up
And the rain dried up
The lighting let up
The clacking shutters just shut up
Debatably.
I mean I’m not expert, if you think I’m wrong just tell me why you think so
The thunderclouds broke up
And the rain dried up
The lighting let up
The clacking shutters just shut up
I like to think of the trope as a test of faith. You simply have to trust the thing that is inhuman and shun societies standards of majesty.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!