Huge Undead, Neutral Evil
Armor Class 23 (Natural Armor)
Hit Points 1377 (95d12 + 760)
Speed 30 ft., Fly 60 ft.
STR
24 (+7)
DEX
23 (+6)
CON
26 (+8)
INT
30 (+10)
WIS
23 (+6)
CHA
28 (+9)
Saving Throws DEX +15, INT +19, WIS +15, CHA +18
Skills Arcana +19, Deception +18, History +19, Insight +15, Intimidation +18, Investigation +19, Perception +21, Persuasion +18, Religion +19, Sleight of Hand +15, Stealth +15
Damage Resistances Cold, Fire, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Truesight 500 ft., Passive Perception 31
Languages All, Telepathy 10 Miles
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Focused Mind. The Deity has advantage on saving throws to maintain concentration on spells.

Innate Spellcasting. The Deity’s innate spellcasting ability is Charisma (spell save DC 26). The Deity can innately cast the following spells, requiring no material components:

At Will: Animate Dead, Create Undead, Detect Magic, Detect Thoughts, Dispel Magic, Summon Undead

3/day each: Bestow Curse (as 5th–level spell), Divine Word

Legendary Resistance (5/Day). If the Deity fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. The Deity cannot be affected or detected by spells of 5th–level or lower unless he wishes to be.

Magic Resistance. The Deity has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Deity’s attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Master of Undeath. When the Deity casts Animate Dead, Create Undead or Summon Undead, he chooses the level at which the spell is cast. Creatures created by the spells Animate Dead and Create Undead remain under his control indefinitely. Additionally, he can cast Create Undead even when it is not night.

Necrotic Potency. The Deity adds his Intelligence modifier (+10) to the damage of any spell he cast that deals necrotic damage.

Regeneration. The Deity regains 50 hit points at the start of each of his turns if he has at least 1 hit point.

Special Equipment. In The Deity’s ascension to divinity, he has been reunited with his missing eye and hand. The Deity has the Book of Vile Darkness, the Eye of Vecna, and the Hand of Vecna. It is the GM’s choice what random properties these items grant The Deity (if any).

  • The Eye of Vecna has 8 charges. The Deity can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Clairvoyance (2 charges), Crown of Madness (1 charge), Disintegrate (4 charges), Dominate Monster (5 charges), or Eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn.
  • The Hand of Vecna has 8 charges. The Deity can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Finger of Death (5 charges), Sleep (1 charge), Slow (2 charges), or Teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn.

Spell Sniper. When The Deity cast a spell that requires him to make an attack roll, the spell’s range is doubled, and ranged spell attacks ignore half cover and three–quarters cover.

Spellcasting. The Deity’s spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). The Deity has the following Wizard spells prepared, requiring no material components:

Cantrips (at will): Chill Touch, Control Flames, Encode Thoughts, Fire Bolt, Mage Hand, Minor Illusion, Mold Earth, Prestidigitation, Shape Water, Toll the Dead, True Strike

1st–level (at will): Charm Person, Find Familiar, Grease, Ice Knife, Identify, Ray of Sickness, Shield, Unseen Servant

2nd–level (at will): Acid Arrow, Arcane Lock, Blindness/Deafness, Darkness, Hold Person, Scorching Ray, Tasha’s Mind Whip, Web

3rd–level (at will): Counterspell, Fireball, Haste, Hypnotic Pattern, Lightning Bolt, Major Image, Sending

4th–level (at will): Arcane Eye, Banishment, Blight, Greater Invisibility, Polymorph, Secret Chest, Wall of Fire

5th–level (7 slots): Cloudkill, Dominate Person, Hold Monster, Modify Memory, Scrying, Telekinesis, Wall of Force

6th–level (6 slots): Circle of Death, Disintegrate, Mass Suggestion, Mental Prison, Programmed Illusion, Scatter

7th–level (5 slots): Delayed Blast Fireball, Finger of Death, Forcecage, Mirage Arcane, Symbol, Teleport

8th–level (4 slots): Abi-Dalzim’s Horrid Wilting, Clone, Control Weather, Feeblemind, Illusory Dragon, Maze

9th–level (3 slots): Gate, Meteor Swarm, Power Word Kill, Time Stop

Tactical Wit. The Deity has advantage on initiative rolls. The Deity also has a bonus to his initiative rolls equal to his Intelligence modifier. The Deity’s initiative equals his Dexterity modifier (+6) plus his Intelligence modifier (+10).

Turn Immunity. The Deity is immune to effects that turns undead.

Undying. If the Deity is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d10 years. The Deity’s soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, the Deity regains all his hit points and becomes active again. The Deity’s new body appears anywhere within 100 miles of where he was slain.

Unusual Nature. The Deity does not require air, food, drink, or sleep.

Actions

Multiattack. The Deity uses his Bleeding Gaze. The Deity then makes two attacks with Rotten Touch or cast a spell. The Deity can choose to replace one of his Rotten Touch attacks with Screeching Damned (if available).

Bleeding Gaze. The Deity turns his gaze towards one target he can see within 120 feet. If the target can see the Deity, the target must succeed on a DC 25 Constitution saving throw. On a failed save, the target begins to bleed from their eyes and ears, taking 9 (2d8) necrotic damage and become blinded and deafened until the start of The Deity’s next turn.

Rotten Touch. Melee Spell Attack: +16 to hit, reach 10 ft., one creature. Hit: 9 (2d8) cold damage and 21 (6d6) necrotic damage. A Humanoid killed by this magic, rises as a Zombie at the end of the Deity’s next turn and acts immediately after the Deity in the initiative order. The Zombie is under the Deity’s control.

Screeching Damned (Recharge 5–6). The Deity conjures a torrent of flying, spectral entities that fill a 300–foot cone and pass through all creatures in that area before dissipating. Each creature in that area must succeed on a DC 27 Wisdom saving throw. On a failed save, a creature takes 67 (15d8) psychic damage and is frightened of the Deity for one minute. On a successful save, a creature takes half as much damage and is not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Devour Soul. As a bonus action, the Deity can target an unconscious creature with 0 hit points that he can see with 60 feet. The chosen creature must succeed on a DC 27 Charisma saving throw. On a failed save, the creature immediately dies, and the Deity regains a number of hit points equal to half of the creature’s hit point maximum. A Humanoid killed by this magic, rises as a Zombie at the end of the Deity’s next turn and acts immediately after the deity in the initiative order. The Zombie is under the Deity’s control. A creature killed in this way can only be brought back via a Wish spell.

Teleport (Recharge 5–6). The Deity magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Reactions

Counterspell. The Deity tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd–level or lower, the spell fails and has no effect. If the spell is 4th–level or higher, the Deity makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.

Legendary Actions

The Deity can take 5 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 Deity regains all spent legendary actions at the start of each of his turns.

Cast Spell. The Deity casts one of his "At Will" spells from his Innate Spellcasting or his Spellcasting list.

Rotten Touch. The Deity attacks once with his Rotten Touch.

Disrupt Life (Costs 2 Actions). All creatures within 60 feet of the Deity must succeed on a DC 25 Constitution saving throw. On a failed save, a creature takes 18 (4d8) necrotic damage. Constructs and Undead creatures automatically succeed on their saving throw.

Horrifying Word (Cost 3 Actions). The Deity cast Bestow Curse (as 5th–level spell) or Divine Word from his Innate Spellcasting list, using a charge as normal.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Deity can take one lair action to cause one of the following effects. The Deity cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row.

  1. Cantrip. The Deity cast one of his cantrips from his Spellcasting list.
  2. Call of the Damned. The Deity calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack five creatures that the Deity can see within 120 feet of him. A target must succeed on a DC 22 Constitution saving throw. On a failed save, a target takes 18 (4d8) necrotic damage. The apparitions then disappear.
  3. Necrotic Energy Flood. A wave of dark energy burst through the area within 120 feet of the Deity. All Creatures of the Deity’s choice lose all resistances and immunities to necrotic damage until the start of the next lair action (initiative count 20).
  4. Repulsing Wave. Forceful energy blast out from the Deity in a 120–foot–radius sphere. All creatures in the area must succeed on a DC 22 Strength saving throw. On a failed save, a creature is pushed 60 feet away from the Deity and is knocked prone.
  5. Summon Zombies. The dead rise and fight again. The Deity summons 11 (2d10) Zombie. A summoned Zombie appears in an unoccupied space within 120 feet of the Deity, acts as an ally of him, and cannot summon other creatures. It remains for one minute, until the Deity dies, or until he dismisses it as an action.

Previous Versions

Name Date Modified Views Adds Version Actions
12/31/2022 1:37:25 AM
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Monster Tags: NPCundead

DaemonSultan

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