Weapons Of Cosmic Justice. The Anathema's weapon attacks are magical. When the Anathema hits with any weapon, the weapon deals an extra 9d8 radiant damage (included in the attack).
Divine Awareness. The Anathema knows if it hears a lie.
Unholy pursuer. The Anathema knows where it's designated target is at all times as long as they are on the same realm.
Divine health. The Anathema does not require air, food or water.
Dreadful aura. The Anathema projects an aura of dread around it, frightening anything that comes near.(30 ft. radius) a creature must roll a WIS save (DC 25) or be frightened for 1 minute.
Question. The Anathema makes creatures around it question everything they have done to reach their point in life, it brings up old sorrows and grudges as well as helping creatures reminisce of past lovers or friends. All is laid bare in the eyes of The Anathema.
Innate Spellcasting. The Anathema's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only) silvery barbs Evard's black tentacles Hunger Of Hadar feeblemind circle of death maddening darkness
3/day each: blade barrier, dispel evil and good, Lightning bolt raulothim's psychic lance
1/day each: power word stun, control weather Power word kill prismatic wall disintegrate ravenous void reality break
Magic Resistance. The Anathema has advantage on saving throws against spells and other magical effects.
Magic Immunities. The Anathema is immune to being charmed, frightened and petrified.
Consuming void. If a creature is killed by the Anathema their soul is claimed and will be sent back to the great whirlpool which is watched over by the fates. Nothing short of a wish will bring them back otherwise.
Multiattack. The Anathema makes 3 attacks with Fate and 1 Cosmic Scale attack.
Fate. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Cosmic Scale. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The Anathema releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the Anathema can see the sword, the Anathema can mentally command it as a bonus action to fly up to 80 feet and either make one attack against a target or return to the Anathema's hands. If the hovering sword is targeted by any effect, the Anathema is considered to be holding it. The hovering sword will hold on to the Anathema's souls should it fall.
Cleanse mind.(1/day) The Anathema can touch a willing creature and wipe its memory fully, it can also bring a creatures memory fully back. This will cause 4d6+6 psychic damage to the creature and they will fall asleep shortly afterwards, waking again in 1d4+1 days with the memories they wanted back or with no memory of the encounter itself.
The Final Toll. As a bonus action, The Anathema produces the sound of the Great Bell, signaling the end of all. Any creature that is not deafened has to make a CON save (DC 25) or take 7d6 psychic damage and have their movement speed halved for 1 minute.
Dolorous Wail. The Anathema opens a small locket that it keeps on the inside of its armor, within is the final cry of a creature sentenced by the Anathema. Any creature not Deafened has to make a CON save (DC 25) or suffer 1 level of exhaustion.
Thunderstep. The Anathema can as a bonus action cast thunderstep (range of 120ft.), anyone caught within 10 feet of the destination it teleports to takes 4d6 necrotic damage as well as being pushed 10 ft. back.
Dominate. The Anathema brings forth a tendril of blackfire and swings it at a creature, should the creature be hit they must make an INT check (DC 25) or be controlled by The Anathema until the end of its next turn, they are then allowed to re-roll the save to break out its control by beating the DC.
Consume soul. The Anathema may consume the soul of anything considered small or tiny to regain 8d4+12 health, furthermore the creature that dies has its soul vaporized and can not be brought back by any means short of a wish spell
Confess. The Anathema may force a creature to make a INT check (DC25) save or be forced to reveal their deepest secrets, forcing them to the ground where they will mumble and grovel until the end of their next turn. This blocks any attempts at casting spell utilising verbal components.
Cosmic Accusation. As a reaction The Anathema may point out a creature within 30ft of it and force it to make a wisdom save (DC 25) should they not make the save they are crushed by the weight of their own sins baring down on their mind. This Induces the frightened condition upon the creature.
Repurpose. The Anathema may point out a dead creature of any kind that has died within 10 minutes and raise them again as a Ghoul or other creature at CR 5 or lower.
Peer beyond the veil. The Anathema lodges itself half in this reality and half in another, becoming immune to all forms of slashing, bludgeoning and piercing damage until the end of the creature which the reaction has been used upon's turn.
The Anathema can take 6 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 Anathema regains spent legendary actions at the start of its turn.
Mind Sear. The Anathema speaks a word of insurmountable power towards a singular creature, it must make a CHA save (DC 25) or be dragged through the void until the start of its next turn, once the creature returns it takes 6d8 psychic damage and must roll a 1d4 to determine what condition has afflicted it. (Blindness, Deafness, Petrified or frightened)
Void Gaze (Costs 2 Actions). The Anathema emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 25 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The Anathema targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 25 Constitution saving throw or be blinded until magic such as the Greater restoration spell removes the blindness.
Final Sentencing. The Anathema calls upon the energy of the void, coating it's sword in a veil of blackfire. If a creature is struck by an attack while this effect is in place, a CON save (DC25) must be rolled or the target is stunned until the end of the Anathema's next turn.
Voidout. As a final solution only reserved for the most prevailing of foes, the Anathema may utilize its final trump card. A massive explosion of negative energy(radius of 500ft.) is forced out of the Anathema, killing its physical form and forcing the souls back into the sword for 1d8+2 days. Any creatures within this range suffers 9d12+45 psychic damage and recieve 4 levels of exhaustion.
Twist of fate. The Anathema can attempt to twist a creature's fate by appealing to the Fates themselves, Roll a d100. A 10 or lower will cause a strong change in whatever creature the Anathema pointed out originally. Such as a change of race, gender, age or any other number of bodily changes. It can even remove the person's memories about people in their lives.
Description
The Fates themselves are not to be trifled with, they spin the history of the universe and cut threads where necessary. Everything has it's place and to begin meddling with that is heresy of the highest order. Therefore when a God or Archdevil inevitably does so, the fates require a weapon, a messenger which carries the word that is above reproach. The Anathema is one such weapon, forged out of 13 damned souls this angelic being is anything but. With wings as dark as the void between the stars and eyes the would petrify a mortal man the Anathema seeks only those whom have been sentenced by the Fates to either death or a Re-writ. They will hunt these offenders down relentlessly, utilizing every tactic they can think of in their millenia long lifespan and the combined fighting prowess of the souls there has yet been a creature this avatar could not fell.
However, should one perchance fall somehow all is not lost, for the souls are drawn into the sword the Anathema carries and within 1d8+2 days the Anathema will rise again, beginning the hunt anew for the prey they were sentenced to catch.
Previous Versions
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12/9/2022 10:35:15 PM
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