Gargantuan Celestial (Titan), Lawful Good
Armor Class 28 Natural Armor
Hit Points 2000 (65d20 + 1300)
Speed 0 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Acrobatics +42, Animal Handling +44, Arcana +50, Athletics +50, Deception +42, History +50, Insight +54, Intimidation +42, Investigation +40, Medicine +54, Nature +50, Perception +54, Performance +42, Persuasion +42, Religion +50, Sleight of Hand +42, Stealth +42, Survival +44
Damage Resistances Cold, Fire, Force, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 100 Miles, Darkvision 100 Miles, Tremorsense 100 Miles, Truesight 100 Miles, Passive Perception 69
Languages All, Telepathy 1000 Feet
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Beyond Powerful. The Avatar of Gaia, is representing Gaia, the supreme and True Divine of Life (in my Homebrew D&D Campaign). The Avatar is CR 35, and its Proficiency bonus is +10. It's stats go beyond 30, as it is a True Divine.
Strength: 43 (+16) [Save: +33]
Dexterity: 46 (+18) [Save: +35]
Constitution: 50 (+20) [Save: +37]
Intelligence: 42 (+16) [Save: +33]
Wisdom: 50 (+20) [Save: +37]
Charisma: 47 (+18) [Save: +35]

Divine Being. The Avatar of Gaia represents Gaia, who is a True Divine being of Life. It's CR is 35, and it's proficiency bonus is +10. In addition, it has a +7 added to any of its ability checks, saving throws, and skill checks and spell DC. This is already included.

Legendary Resistance (6/Day). If The Avatar of Gaia fails a saving throw, it can choose to succeed instead.

Divine Might. Gaia's attacks and effects ignore the resistances and immunities of creatures CR 25 and below. Gaia's attacks and effects targeting creatures of CR 26-35 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).

Weapons of Life. Gaia's weapon attacks are treated as +7 magical weapons (included in the attack). When Gaia hits with any weapon or spell attack, the weapon or spell deals an extra 66 (12d10) Radiant Damage (included in the attack).

Legendary Fighter. The Avatar of Gaia gets to have 2 turns in a round, rolling initiative twice, and rerolling if they share the same initiative.

Colossal. The Avatar of Gaia is a size Colossal. It takes up a 14 by 16 space.

Discorporation. When the Avatar of Gaia drops to 0 hit points, its body is destroyed but  its essence travels back to its domain, and is unable to take physical form for a time.

Holy of Holies. Whenever Gaia is subjected to radiant, necrotic, and psychic damage, it takes no damage and instead regains a number of hit points equal to the radiant, necrotic, and psychic damage dealt.

Regeneration. The Avatar regains 50 hit points at the start of each of his turns.

Realm of the Mother. The Avatar of Gaia has two lair actions. One at Initiative Count 40, and one at 20.

Divine Sense (20/Day). The Avatar of Gaia can use the Paladin's Divine Sense feature.

Holy Divinity. Any creature of CR 25 or lower that The Avatar of Gaia attacks, is instantly killed, and can not be revived, even with a Wish spell.

Holy Aura. Gaia emits the spell Holy Aura permanently. This can not be dispelled. The emanation is 30 feet.

Spell Immunity. The Avatar can't be affected or detected by spells of 9th level or lower, unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
In fairness for the Trial of the Gods, it shall allow itself to be only effected by spells 4th level and above.

Immobile Statue. The Avatar of Gaia is inhabiting a Statue, as such, it can not move.

Mastery of Skills. The Avatar of Gaia has proficiency in all Skills.

Reflective Carapace. Any time The Avatar is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the The Avatar is unaffected. On a 6, the The Avatar is unaffected, and the effect is reflected back at the caster as though it originated from The Avatar, turning the caster into the target.

Mantle of Life. Gaia's Mantle of Life is her source of True Power. It is what makes her be Divine.

Siege Monster. The Avatar of Gaia deals double damage to objects and structures.

Divine Awareness. The Avatar of Gaia knows when it hears a lie.

All Knowing. The Avatar has the Alert Feat, gaining a +5 to Initiative and Immunity to the Surprised Condition. In addition, it has advantage on Initiative.

Protection of Life. The Avatar of Gaia has 250 Temporary Hit Points. It recharges them at dawn.

Limited Magical Defenses. The Avatar of Gaia resists magical bludgeoning, piercing, and slashing damage, however this is ignored if it is a +4 Magical Weapon or above.

Observant. The Avatar has the Observant Feat.

Divine Power. The Avatar's critical hit range for both weapon attacks and spell attacks is 18 - 20.

Innate Spellcasting. The Avatar of Gaia's innate spellcasting ability is Wisdom (spell save DC 45, +37 to hit with spell attacks). The Avatar can innately cast the following spells and upcast them at 8th level innately, requiring no material components:
At Will: Comprehend Languages, Contact Other Plane, Detect Magic, Detect Thoughts, Dispel Magic, Enlarge/Reduce, Meteor Swarm (Legendary Action), Polymorph, Remove Curse, Sending, Shield, Shield of Faith, Telekinesis, Teleport
3/Day each: Creation, Divine Word, Etherealness, Forbiddance, Private Sanctum, Resurrection, Symbol, Telepathy
1/Day each: Astral Projection, Gate, Mass Heal, Miracle (Wish), True Resurrection, Wish

Actions

Multiattack. The Avatar of Gaia makes one Antichthon attacks, and then casts Infinite Light. She then uses Call of Exodus.

Antichthon. Melee Spell Attack: +37 to hit, reach 120 ft., 1 target. Hit: 27 (5d10) Force damage, plus 66 (12d10) Radiant damage, plus 25 Psychic damage.
On a hit, the target is given the effect: Mark of Death.
Mark of Death makes that person the main target of Exodus.

Infinite Light. Ranged Spell Attack: +37 to hit, range 300 ft., 1 target. Hit: 93 (12d10 + 27) Radiant damage.
On a hit, the target is pushed back 30 feet away and knocked prone.

Majestic Presence. Each creature of Gaia's choice within 120 feet of her and is aware of her must succeed on a DC 45 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.

Call of Exodus. Used not only at Lair Action 20, but also at the end of her turns. The statue takes 50 points of unavoidable damage. She then activates one of the 10 Statues of the Death Bringers, who will then cause Gaia to use one of the 10 effects below, going through them all before transitioning to the second phase:

  1. Alchemy - The World Was Beautiful. Gaia calls onto the power of Alchemy, she unleashes four Tidal Waves of Light. They are 50 x 10 line waves. Anyone hit by one must make a DC 25 Strength Saving throw, or be swept away. Each 10 feet the wave moves and someone is in it, they take 13 (3d8) Radiant damage.
    (When the Final Days arrives, Gaia shall send out Alchemy who shall poison all water by turning it into blood. The world once was beautiful, but no more.)
  2. Croak - Oath to Order. Gaia calls onto the power of Croak, she unleashes four 20 ft. radius cylinders on either the dark circles or the green circles. (Specific Map Design) (Roll a D2 for that). Anyone in the circle must make a DC 27 Wisdom saving throw. These circles deal 27 (6d8) Radiant damage, and polymorphs whoever is hit by one into a Celestial Toad for 1 round.
    (When the Final Days arrive, Gaia shall send out Croak who shall cry out a song of false order, causing man to rage war against all. This oath shall be the last cry of peace...)
  3. Rapture - Earth's Misery. Gaia calls onto the power of Rapture, she unleashes power into the ground in a a 60 ft. radius at the center of the arena. The ground becomes difficult terrain, and anyone who walks on it takes 10 (4d4) Piercing damage for each 5 ft. This lasts for 1 round.
    (When the Final Days arrive, Gaia shall send out Rapture who shall bring misery to the world itself, as the land fights back against man. As Varen itself cries out, none shall hear...)
  4. Swarm - Sinner's Remorse. 

    Gaia calls onto the power of Swarm, she unleashes a swarm of lights to up to 12 targets of her choice. Each creature must make a DC 31 Consitution Saving Throw. On a fail, the target takes 22 (4d10) Radiant damage and is given the effect: Remorse.
    Remorse halves the targets maximum hit points until they use an action to Repent, to remove it.
    (When the Final Days arrive, Gaia shall send out Swarm to mark the sinners of the world, so that true pain will come to those who never repent. Man has committed sin after sin, and the world must be remade...)

  5. Starvation - Harvest's End. 

    Gaia calls onto the power of Starvation, she unleashes a wave of agonizing energy to all those within 120 feet of her. Each creature must make a DC 33 Constitution Saving Throw. On a fail, the target takes 22 (4d10) Necrotic damage and gains the effect Hunger.
    Hunger gives the target 2 levels of Exhaustion. It can be removed by eating a ration. If a target doesn't eat one, next round they gain 2 more levels of exhaustion.
    (When the Final Days arrive, Gaia shall send out Starvation to devour man's produce and companions. In their gluttony, man shall strike their own, and Paradiso shall bring it's wrath to those that commit the grave sin. The world now lies bare, as it begins to burn to ash...)

  6. Pain - Unending Torment. 

    Gaia calls onto the power of Pain, she unleashes at most 12 beams of crippling and horrid energy of pain to those within 300 feet of her. If a creature has less then 200 hit points is effect, those with more aren't.
    When a creature is effected, their movement speed is no higher than 10 feet, they roll disadvantage with everything, and each time they attempt to make an attack roll, they must succeed on a Constitution Saving Throw DC 35, or the effect doesn't go through.
    A target suffering pain can make a DC 35 Constitution Saving throw at the end of each of its turn to end the effect.
    (When the Final Days arrive, Gaia shall send out Pain to torment and torture those who yet remain alive. Death shall be denied of them, as the last moments of peace settle in during the pain. Man's flesh shall turn against themselves, as the agonizing cries echo into the night...)

  7. Quake - Judgement Day. 

    Gaia calls onto the power of Quake, she unleashes judgement upon the evil of all creatures within 300 feet of her. Those creature must make a DC 37 Charisma Saving Throw. On a fail, the target not only takes 50 Lightning damage, but feels their own soul being judged and ripped apart. They gain the effect: Judged. In addition, they are lifted into the air as if the spell Levitate was casted. They are unable to move until they can pass a DC 25 Athletic Check.
    Judged: The Target's maximum Hit Points is halved. All stats are halved as well. They can not recover these until the effect is over.
    (When the Final Days arrive, Gaia shall send out Quake to devastate the land and its resources. The world shall burn and be flooded with despair reminiscent of the Horsemen's themselves. No refuge shall find sanctuary or asylum, as the days reach their last...)

  8. Infestation - Morning Star. Gaia calls onto the power of Infestation, she unleashes a celestial light from the chorus of Paradiso, as if it was a swarm of Locust. The horde flies downward is a 45 ft. radius centered on someone. Anyone in it must make a DC 39 Dexterity Saving Throw, taking 149 (60d4) Radiant damage on a fail, or half on a success. In addition, anyone hit by Morning Star is blinded for 1 round.
    (When the Final Days arrive, Gaia shall send out Infestation to remove any signs and idols that man has made since given life. No more shall they hide in their meek fortresses of solitude, no cower in bunkers and vaults. It shall drive man mad, as they tear their own kind, thus decrees the will of Gaia...)
  9. Isolation - Black Hole Sun. 

    Gaia calls onto the power of Isolation, she unleashes a 20 ft. sphere at the center as it begins to drag everyone into the center, before it then explodes. The explosion deals 150 Force damage.
    Anyone outside the 20 ft. space will get to make a DC 41 STR Save, those in it will automatically fail. While inside the black orb, their Speed is 0, they take 25 Force damage, and they must make a DC 20 Constitution Saving Throw or fall unconscious.
    (When the Final Days arrive, Gaia shall send out Isolation to cover the sky and bring about the darkness, as the light shall never be seen again. Life will crawl to move, and fear shall be the last emotion left for man. Rage against the good night... for none shall go gentle into the blackened sky..)

  10. Vengeance - Grand Cross. Gaia calls onto the power of Vengeance, marking the end of the fight against the Avatar of Gaia. She will unleash the greatest energy possible not dealing any true damage but will transition to Phase 2.
    (When the Final Days arrive, Gaia shall send out Vengeance to kill the few that remain alive. No living being shall remain on Varen, as the world will be shrouded in silence, all to end the threat of... The Eclipse of the Gods.)
Bonus Actions

Lay on Hands (1000 Heal Pool). The Avatar of Gaia can use the Paladin's Lay on Hands feature, with a healing pool of 1000.

Turn/Destroy Undead. Gaia, as a bonus action, utters a word of power and all undead that can see her or hear her within 200 feet of her are effected. Undead of CR 15 and below are instantly destroyed. Unless the undead is CR 35 or greater, Gaia has advantage on the attempt. DC 45 Wisdom saving throw.

Legendary Actions

The Avatar of Gaia can take 6 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Avatar of Gaia regains spent legendary actions at the start of its turn.

Rejoice (Costs 1 Action). The Avatar of Gaia lifts her hands up in cheer and joy. Every creature, ally and enemy, recovers 150 hit points.

Last Word (Costs 1 Action). Gaia utters a final word for a target as she sentences your soul. The creature must make a DC 25 Charisma Saving Throw, or drop to 0 hit points.

Heed Thy' Call (Costs 2 Actions). Gaia summons one of the Seven Celestial Hebdomad, and they do their full action and then leave. The options are:

  1. Barachiel, the Messenger
  2. Domiel, the Mercy-Bringer
  3. Erathaol, the Seer
  4. Pistis Sophia, the Ascetic
  5. Raziel, the Crusader
  6. Sealtiel, the Defender
  7. Zaphkiel, the Watcher

Cast a Spell (Costs 2 Actions). The Avatar of Gaia casts a spell.

Immaculate Light (Costs 3 Actions). Gaia shines out brightly, anyone within her Holy Aura takes 50 Radiant damage. No save.

Asteroid Bomb (Costs 4 Actions). From the Heavens, Gaia calls out, as she casts the spell Meteor Swam, with it dealing an additional 69 (20d6) Radiant damage along with the regular 69 (20d6) Fire damage plus 69 (20d6) Bludgeoning damage.

 

Mythic Actions

 Whenever the Avatar of Gaia uses Grand Cross, the next phase of the fight will begin.

Gaia will break free from the Avatar, and reveal her true self, as Gaia, Mother of All.

Description

Gaia, the Mother of all Life, in my D&D Level 30 Homebrew Campaign, was one of Four Supreme Deities, her being the Goddess of Life. This is merely her Avatar, but was one of the greatest threats the party fought.

This is also only her Phase 1.

There is some things I prolly won't port for eventual potential spoiler territory, but if anyone wants it, let me know in the comments.

Her Avatar was a massive Statue located at the highest point of Mount Celestia, in the Holy of Holies. Her presences flowed through it.

Good luck if you dare.

Lair and Lair Actions

The Avatar of Gaia is located in the Holy of Holies, which is inside The Tabernacle, which is on the very top of Mount Celestia.

Lair Actions

On initiative count 40 and 20 (losing initiative ties), The Avatar of Gaia takes a lair action to cause one of the following effects; the Avatar can’t use the same effect two rounds in a row. In addition, the lair action that occurs on initiative count 20 will always be Bringer of Death:

  • Bringer of Death. Gaia uses Call of Exodus. This effect always happens on initiative count 20.
  • Megiddo. Gaia unleashes her wrath. She creates a 20-foot radius blast of magical divine energy, centered on a point she can see within 120 feet. Each creature in the sphere must make a DC 45 Dexterity saving throw, taking 55 (10d10) Radiant damage on a failed save, or half as much on a successful one.
    This damage ignores resistance and immunity.
  • Divine Strike. Magical radiant damage strikes a point of Gaia's choosing within 480 feet. Each creature within a 10-foot radius must make a DC 45 Dexterity saving throw, taking 35 (10d6) Fire damage and 35 (10d6) Radiant damage on a failed save, or half as much on a successful one.
  • Echo of Days Old. Initiative turn order goes backwards until it hits Initiative 40 again.

Regional Effects

Gaia who manifests through the Avatar, has complete control over the land, as she is the true master of Mount Celestia. As such the following effects occur as long as she still has the Mantle of Life.

  • Celestials are able to easily manifest in Mount Celestia when slain in other Planes of Existence.
  • Teleporting into and out of Mount Celestia without Gaia's knowledge or approval is impossible
  • Any Evil creature that enters Mount Celestia will have the Feeblemind spell casted on them, with a DC of 25. In addition, they take 25 Radiant damage each hour they spend in Mount Celestial.

If Gaia dies, these effects and the stability of Mount Celestia will begin to fall apart.

Previous Versions

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Monster Tags: Titan

The_Great_Amalgam

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