Gargantuan Celestial, Chaotic Good
Armor Class 22 (Plate)
Hit Points 831 (32d20 + 269)
Speed 50 ft., Due to her immense size it is faster to walk around. , climb 25 ft. She can turn herself into water and rise up the surface needing to be climbed., swim 50 ft. Due to being a deity of water she has an expertise of moving in water.
STR
26 (+8)
DEX
27 (+8)
CON
25 (+7)
INT
24 (+7)
WIS
22 (+6)
CHA
20 (+5)
Saving Throws STR +17, INT +16, WIS +15
Skills Insight +40
Damage Resistances All
Condition Immunities Charmed, Exhaustion, Unconscious
Senses Passive Perception 30
Languages It Being A Godlike Being It Knows ALL Languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Mythic Resistance (5/Day). If Zenigame fails a saving throw, she can choose to succeed instead.

Magic Resistance. Zenigame has an advantage on saving throws against spells and other magical effects.

Actions

Water Apendages. Zenigame can use her Relaxing Aura. It can then make two attacks; One with its sword and one magical attack.

Water Whip. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Ice Blade Slash. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Relaxing Aura. Each creature of the Zenigame's choice that is within 120 feet of her and is aware of her presence is healed from all negative effects (except damaging ones). This ability only works once per creature and may be used again in 24 hours.

Breath Weapons (Recharge 5–6). Zenigame uses one of the following breath weapons.

Chilling Breath. Zenigame exhales chilled air colder than freezing temp in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) Cold damage on a failed save, or half as much damage on a successful one.

Powerful Exhale. Zenigame exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Zenigame.

Reactions

Water of Healing Time. Once Zenigame's Hit points have dipped below half, she uses Chilling breath no matter the way she is facing and ignoring any recharge time that is in place.

Mythic Actions

Zenigame can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. Zenigame regains spent mythic actions at the start of its turn.

Omniscience. Zenigame makes a Wisdom (Perception) check.

Omnipresence. Zenigame can teleport anywhere within 60ft of his current position on an empty space that has water in it.

Telepathy (Costs 2 Action Points). Zenigame can choose one opponent creature and paralyse them for one turn.

Omnipotence (Costs 3 Action Points). Zenigame can do another attack.

Description

This godlike creature once roamed the globe, being a powerful deity of water and ice. Though over time her powers have weakened and her faith slowly fading. She is seen emerging from time to time from sources of water wearing a dress made of water and walking on ice, as if to prevent herself falling through to the sea floor. Her presence brings peace and calm to all who are near her.

Habitat: ArcticCoastalSwamp

KyodanDragoran

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