Legendary Resistance. if the goddess fails a saving throw, it can choose to succeed instead.
Illusion. the goddess gives triple disadvantage to any attack against her.
Raging Titan Goddess. the goddess has triple advantage on attack rolls.
Fire of Fury. the goddess immediately reflects ranged attack rolls but not spells, the reflected attack deals an extra 35 (4d20) fire damage.
2nd phase. if the goddess is down to half HP, she can use her legendary actions and mythic actions as many times as she wants, deals an automatic critical hit, and can use her actions as reactions.
multiattack. the goddess uses her frightful presence, then makes ten attacks, one with her bite, one with her charge, two with her claw, one with her false Idol sight, one with her horns, two with her stomp, one with her tail, and one with her tidal rage, she can use her swallow on a critical hit for her bite.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 41 (4d20 + 14) piercing damage, and if the target is a large or smaller, then they must make a DC 20 strength saving throw or suffer her swallow action.
Charge. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 55 (4d20 + 14) bludgening damage, and if the creature is a large or smaller, then it must back a DC 20 strength saving throw or suffer her horns action.
Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 62 (4d20 + 14) slashing damage.
Frightful Presence. each creature of the goddess's choice within 10 miles of her must make a DC 24 wisdom saving throw or be frightened by her for 24 hours, the creature can repeat the saving throw at the end of each of it's turns, with disadvantage if the goddess is within line of sight, ending the effect on itself on a success.
False Idol sight. each creature of the goddess's choice within 10 miles of her must make a DC 24 constitution saving throw or be petrified by her for 24 hours, the creature can repeat the saving throw at the end of each of it's turns, with disadvantage if the goddess is within line of sight, ending the effect on itself on a success, in this state, the creature frozen it time, making them look like that they aren't petrified.
Horns. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 61 (4d20 + 14) piercing damage and is also restrained by her.
Stomp. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 76 (4d20 + 14) bludgening damage.
Swallow. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 66 (4d20 + 14) piercing damage and is then inside of her mouth, her mouth is a 50 by 50 ft square, with weak undead coming out the back, and her pendulum (appears alongside this homebrew monster) in the middle, if the pendulum takes 50 or more damage, then the creature is regurgitated by the goddess, falling prone 5ft away from her.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 49 (4d20 + 14) slashing damage.
Tidal Roar. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 60 (4d20 + 14) force damage and all creature's falling prone 5ft backwards and being frightened by the goddess.
Action Surge(10/day). the goddess can use an additional action on her turn, she can use as many actions as she wants up until she uses her 10th action, where she needs to wait another day on the plane she's in
Reinforce. the goddess denies all incoming attacks from the enemies until her next turn, this reaction can't be used twice in a row
the goddess can use 5 legendary actions, choosing from the options below, only one legendary action option can be used at a time, and at the end of another creature's turn, the goddess regains all legendary action at the start of her turn, but her super Legendary action does not follow by these rules, she can use her super Legendary action at any time as a non-action.
Rampage. the goddess makes 1 charge attack.
Gleeming phantom (Costs 2 Actions). the goddess summons an unaligned monster weaker than her.
lawful war (Costs 2 Actions). the goddess makes a creature who isn't a chaotic alignment, a chaotic alignment.
war control (Costs 2 Actions). the goddess summons a CR 10 or weaker monster who isn't good or neutral aligned.
abyssal wasteland (Costs 2 Actions). demons of progressing difficulty (can't be demon lords) spawns in and every round after that a new group of slightly stronger demons spawns in, if a Balor dies then it ends the action .
Time Control(super legendary action). the goddess regains all legendary actions and mythic actions usages, if this is used on the goddess's turn or if she is entering her 2nd phase, this action has no effect.
the goddess makes 3 mythic actions, choosing from the options below, only one mythic action can be used at a time and they can only be used when she is at 263 HP or lower and only at the beginning of another creature's turn, the goddess regains all spent mythic actions at the start of her turn.
Screeching Rage. the goddess makes a bloodcurdling screech in a 50ft radius, every creature in that area must make a DC 19 constitution saving throw or be frightened by the goddess for 20 (1d20 + 7) turns, at the same time, all creature's that are a large or smaller must make a DC 20 strength saving throw or be knocked prone by the goddess, the creature's can only use their action to get rid of the proned condition.
Titanic Destruction. the goddess makes two stomp attacks, any creature must make two DC 20 wisdom saving throws or suffer from the Stomp action for both, at the same time, the goddess gets the Siege Monster special trait.
World-Ending Dive (must use at less than 50 hp, Costs 5 Actions). the goddess jumps up 1000ft into the air and she falls for 200ft every turn, while she is in the air, the goddess is immune to all damage and any creature can pass through her, on the 5th turn, all creature's must make a wisdom saving throw or fall prone if they are large or smaller, taking 243 (20d20 + 14) force damage on a failed save, at the same time, the entire battlefield becomes difficult terrain, if a creature that has a special trait that can pass through other creature's as of they were difficult terrain, that trait can't be used for 7 turns, at that point, the difficult terrain becomes normal terrain.
Description
- the goddess is normally challenge 100 (470,166 XP).
- the goddess is immune to spells that change the effects of the battlefield or the user's team.
- the goddess (sometimes) doesn't act like it understands any language.
- the goddess is only made for a soulsborne-themed campaign.
- the goddess has the nickname; "ABYSS, TITAN GODDESS OF DEATH AND WAR."
Lair and Lair Actions
a lair of the legendary goddess, abyss, is the real hell, a tartarus region where water is lava, demons live with devils, and war is how the residents live. her lair is in the very center of the plane, where a castle, exact same height as 17 tarrasques, holds her throne in a lava ocean, her castle crumbles to dust within 5 hours if she is defeated in her lair, anywhere else she respawns in her castle, the only way to get rid of her castle is by defeating her in her castle
Lair Actions
On initiative count 20 (losing initiative ties), the goddess takes a lair action to cause one of the following effects; the goddess can’t use the same effect two rounds in a row:
- Titan's World. A titan (traitless, legendary action less, AC less than 20, and +0 stat modifiers) spawns to fight alongside the goddess, she can't spawn two titan's before the first one dies.
- A War Of The Titan's. the goddess get's advantage on attack rolls, at the same time, a critical hit ratio and an attack roll are a 50/50, this can only work if she has an ally on the field.
Regional Effects
The region containing a legendary abyss’s lair is chaotic, which creates one or more of the following effects:
- all evil aligned monsters will know exactly where you are, if you use a spell, for example: you use the wish spell to hide yourself from any magical sight, it won't have any effect within 100 miles of the lair.
- any unaligned monsters within 100 miles of the lair can use any spell of any level with infinite spell slots, this trait can only be applied to powerful monsters (20 or more).
- Titan's are as common as commoners are as weak, wth the only exception being they don't have any traits, legendary actions, high AC's, and high stat's if they are still in the lair's plane, if they leave the real hell plane, then their normal difficulty will come back.
If the goddess dies, these effects fade over the course of 20d20 days.
wow