Large Elemental, Any Alignment
Armor Class 20 natural armor
Hit Points 266 (20d20 + 56)
Speed 120 ft., walk 40 ft.
STR
21 (+5)
DEX
18 (+4)
CON
21 (+5)
INT
25 (+7)
WIS
28 (+9)
CHA
27 (+8)
Saving Throws STR +12, CHA +15
Skills Arcana +36, History +28, Insight +32
Damage Resistances Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Radiant
Condition Immunities Charmed, Poisoned
Senses Darkvision 80 ft., Truesight 80 ft., Passive Perception 26
Languages Aarakocra, Aquan, Auran, Common, Ignan, Terran
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the god fails a saving throw, it can choose to succeed instead.

Magical Attacks. The gods attacks count as magical for the purpose of bypassing resistances and immunities.

Spellcasting. The god is a 17th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 22, +14 to hit with spell attacks). The god has following spells prepared:

1/Day: Arcane Gate, Feeblemind, Plane Shift, Forcecage

3/Day: Dimension Door, Demiplane, Scrying, Armor of Agathys, Counterspell

At will: Create Bonfire, Dispel Magic, Mage Hand, Darkness

Actions

Multiattack. The Aarakocra God makes two staff attacks and teleports, if available.

Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 16 (1d8 + 12) bludgeoning damage plus 30 (6d8 + 5) fire, poison, acid, cold, or force damage (god's choice). 

Teleport (Recharge 5-6). The God magically teleports a creature it can see to unoccupied space it can see within 60 feet of it. The creature targeted must make a DC 22 Wisdom saving throw, taking 20 (4d6 + 7) psychic damage on a failed save, or half as much damage and not be teleported on a successful one. 

Bonus Actions

Psychic Step. The God magically teleports to an unoccupied space it can see within 60 feet of it, not provoking opportunity attacks.

Change Shape. The god magically transforms into a small, medium, or huge creature, while retaining it's game statistics (other than its size). This transformation ends if the god is reduced to 0 hit points or uses a bonus action to end it.

Legendary Actions

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

Attack. The god makes one attack.

Cast Spell (Costs 2 Actions). The god casts a spell from its spell list.

Dancing Lights (Costs 3 Actions). The god releases a burst of light in the air. Any creature that can see within 120 feet of the god must succeed on a DC 22 Constitution saving throw or take 38 (8d8 + 6) radiant damage and be blinded. On a successful save, the creature takes half as much damage, isn't blinded, and cannot be blinded from this attack for the next 24 hours.

 

Description

Bursting with magical energy, Aarakocra elemental gods are minor gods not a part of the Aarakocra pantheon. Rather, the ones not bonded serve as dukes, lords, and in other positions of nobility on the elemental plane of air. They live in huge castles and mansions above the ground with massive windows for easy travel and lots of natural light. Usually reflecting the netural good ways of their lesser relatives, the Aarakocra elemental gods are usually willing to help, for a price. But beware, if angered, these beings of power will not hesitate to enact swift an brutal justice.

Enigmatic Birth. The inception of the Aarakocra race is a much disputed tale among scholars, with many arguing for one god creating them or some evolution from fey ancestors. Whatever the case, one can not truly know, such is the age of the race. Children of the chief Aarakocra god and Mystra, the goddess of magic. With such powerful heritage, these elemental gods soon took their place as rulers of the Aarakocra on the elemental plane of air.

Home sweet home. These gods have lived in the elemental plane of air for thousands of centuries, establishing roots that not even the Efreeti know of. These gods rarely traverse beyond their native plane, becoming extremely wary of death as each passing year came and went. But if truly angered, these gods will not wait to come down from their homes with their armies to hunt down and find the perpetrator of whatever angered the god.

Energy-filled Entities. With such powerful and divine heritage, the Aarrkocra elemental gods seem to glow when it is dark out, filled with the magical energy of their mother and the majesty of their father, which they funnel through their staffs to deal devastating attacks. Their staffs were fashioned by their mother and created by dwarven gods in the Lost Forge. They are mighty and powerful in the hands of the gods, but are rendered inert as a regular staff in the hands of mortals.

PrinceParsival

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