Attack Reflection. Any time the Deity is targeted by a magic missile spell, a line spell, or a weapon or spell that requires a ranged attack roll, roll a 1d6. On a 1 to 5, she is affected as usual. On a 6, she is unaffected, and the effect is reflected back at the attacker as though it originated from the Deity, turning the attacker into the target.
Blood Form. The Deity can move through gaps as narrow as 1 inch, without squeezing. She can enter other creature's spaces and stop there. She takes up her entire space. Other creatures can enter the space, but a hostile creature that does so is subjected to the Deity's Engulf and has disadvantage on the saving throw. A friendly creature that does: has full cover, heals 1d8+8 hitpoints at the start of the Deity's turn and can choose to move with her (unless it's path is blocked by another creature, in which case it is ejected to the side of her).
Gecko Climb. The Deity can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Hyper Focus. The Deity can concentrate on up to 3 spells that require concentration at once, and this concentration can't be broken.
Innate Spellcasting. The Deity’s spellcasting ability is Charisma (Save DC 20). She cannot use spells to heal herself. She can innately cast the following, requiring no material components:
At will: Animal Friendship, Animate Dead, Animate Objects, Arcane Eye, Arcane Lock, Banishment, Black Tentacles, Burning Hands, Calm Emotions, Catapult, Charm Monster, Charm Person, Chromatic Orb, Command,Create Food and Water, Create Undead, Cure Wounds, Dancing Lights, Disguise Self, Eldritch Blast, Feather Fall, Fireball, Fire Bolt, Fire Shield, Geas, Glyph of Warding, Goodberry, Greater Restoration, Levitate, Light, Lightning Bolt, Mage Hand, Magic Missile, Mending, Message, Modify Memory, Plane Shift, Prestidigitation, Scorching Ray, Sleep, Shield, Stone Shape, Summon Construct, Symbol, Tasha's Hideous Laughter, Telekinesis, Telepathy, Teleport, Teleportation Circle, Unseen Servant, Vampiric Touch, Vicious Mockery, Wall of Fire, Zone of Truth.
3/day each: Creation, Demiplane, Disintegrate, Dominate Beast, Dominate Monster, Dominate Person, Fire Storm, Finger of Death, Incendiary Cloud, Power Word Stun, Prismatic Spray, Regenerate, Tiny Hut, True Polymorph.
1/day each: Animal Shapes, Astral projection, Clone, Earthquake, Imprisonment, Mass Heal, Meteor Swarm, Mighty Fortress, Power Word Heal, Power Word Kill, Private Sanctum, Prismatic Wall, Psychic Scream, Reverse Gravity, Shapechange, Time Stop, True Resurrection, Wish.
Legendary Resistance (3/Day). If the Deity fails a saving throw, she can choose to succeed instead.
Magic Resistance. The Deity has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Deity's weapon attacks are magical.
Necrotic Absorption. Whenever the Deity is subjected to necrotic damage, she takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Regeneration. The Deity regains 20 hit points at the start of her turn if she has at least 1 hit point.
Ultimate Protection. The Deity is immune to: curses, diseases, posession, and anything which would alter her form against her will.
Multiattack. The Deity can use her Enchanting Presence and Cast 1 Spell. She then makes 5 attacks: 2 Slam attacks and 3 Blood Bolt attacks.
Blood Bolt. Ranged Spell Attack: +14 to hit, reach 120ft., one target. Hit: 15 (2d10+5) necrotic damage.
Slam. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 26 (4d8+10) bludgeoning damage. Regardless of whether or not it hits, the target and any creatures of the Deity's choice within 5 feet of the target take 2 (1d4+1) necrotic damage.
Enchanting Presence. Each creature of the Deity’s choice within 200 feet of her and aware of her temporarily lose all damage immunites/resistances, and cannot willingly move away to be further than 100 ft from her, these effects last for 1 hour or until the deity is brought to 0 hit points.
In addition creatures affected by Enchanting Presence must succeed on a DC 15 Wisdom saving throw or become charmed by the Deity for 5 hours. A charmed creature cannot attack her and is compelled to move towards her even into a space she occupies. A creature can repeat the saving throw at the end of each of its turns, with disadvantage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the difficulty class drops to DC 10 for that creature for the next 8 hours.
Crimson Blade Attack (can only be used if crimson blade is active). Every target of the Deity's choice and within 15 ft of her, must make a DC 23 dexterity saving throw, taking 50 (10d8+10) slashing damage, and 80 (10d12+20) necrotic damage on a failed save, or half as much damage on a successful one. The Deity heals half of all damage dealt by this attack.
Change Shape. The Deity magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deity's choice).
In a new form, the Deity retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Engulf. The Deity moves up to her speed. While doing so, she can enter Large or smaller creatures' spaces. Whenever the Deity enters a creature's space, the creature must make a DC 15 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the deity. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the Deity enters the creature's space, and the creature takes 25 (5d10) necrotic damage and is engulfed. The engulfed creature: has full cover, can't breathe, is blinded, deafened, restrained, and takes 25 (5d10) necrotic damage at the start of each of the Deity's turns. When she moves, the engulfed creature moves with her (unless it's path is blocked by another creature, in which case it is ejected to the side of her).
An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Deity.
Action Surge (3/day). If the Deity used multiattack this turn, she can make an extra 2 Slam attacks and 1 Blood Bolt attack.
Crimson Blade (1/day). The Deity summons a huge, magical blade, that she can use an action to strike with. The blade dissapears when she ends her turn.
Cursed Inspiration (5/day). Any willing creatures of the Deity's choice within 60 ft of her, gain an inspiration die (1d12). For 8 hours, the creatures can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Any creature that has this inspiration is charmed by the deity and cannot attack her.
Summon Skeletons (Recharge 5-6). The Deity summons 1d4+4 Skeletons who all appear within 15 ft of her, and obey all of her commands and laws. If no commands are given, the Skeletons will attack her enemies.
Twisted Spell. The Deity can apply a maximum of 3 metamagic options to a spell she casts this turn.
The Deity 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. She regains spent legendary actions at the start of its turn.
Attack. The deity makes 1 Slam attack or Blood Bolt attack.
Move. The deity moves up to half her speed.
Spellcasting (Costs 3 Actions). The deity casts one Spell.
Description
The Crimson Deity was formed when the Crimson Queen fused with the Crimson Key. Drawing endless power from the Demiplane of Blood, she transformed into a huge, elemental mass of blood, with godly abilities and enchanting beauty. She is able to transform at will between her humanoid and blood forms. She continues to benevolently rule over her city, keeping her true nature a secret from all but those closest to her.
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