Gargantuan Celestial, Neutral
AC 20 (Natural Armor)    Initiative +0 (10)
HP 779 (38d20 + 380)
Speed 40 ft., Climb 30 ft.
Mod Save
STR 30 +10 +19
DEX 10 +0 +0
CON 30 +10 +19
Mod Save
INT 18 +4 +4
WIS 30 +10 +19
CHA 26 +8 +17
Skills Animal Handling +19, Athletics +19, Insight +19, Perception +19, Performance +17, Religion +13
Resistances Cold, Fire, Lightning
Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Poisoned
Gear Gada Mace, +3
Senses Darkvision 300 ft., Truesight 60 ft.; Passive Perception 29
Languages All, Telepathy 300 ft.
CR 30 (XP 155,000; PB +9)
Traits

Divine Spellcasting. Ba’Jah's divine spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). Ba’Jah can innately cast the following spells, requiring no material components:

At Will: All Cleric and Paladin spells of 5th–Level and lower.

3/Day Each: All Cleric spells of 6th or 7th–Level.

1/Day Each: All Cleric spells of 8th or 9th–Level.

Innate Spellcasting. Ba’Jah’s  innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Ba’Jah can innately cast the following spells, requiring no material components:

At Will: Animate Objects, Bones of the Earth, Dancing Lights, Charm Monster, Earthbind, Hideous Laughter, Mold Earth, Move Earth, Otto's Irresistible Dance, Shape Water, Tidal Wave, Tsunami, Water Breathing

3/Day Each: Teleport, Time Stop

Keen Hearing and Smell. Ba’Jah has advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve hearing or smell.

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

Magic Resistance. Ba’Jah has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ba’Jah’s weapon attacks are considered magical.

Siege Monster. Ba’Jah deals double damage to objects and structures.

Unusual Nature. Ba’Jah does not require air, food, drink, or sleep.

Actions

Multiattack. Ba’Jah can make four attacks: two with his Gada, one with his Gore, and one with his Trunk.

Gada (Mace, +3). Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 33 (6d6+13) Bludgeoning damage. On a hit, the target must succeed on a DC 27 Strength saving throw. On a failed save, the target is knocked Prone.

Gore. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 23 (2d12+10) Piercing damage. On a Hit, the target must succeed on a DC 27 Strength saving throw. On a failed save, the target is knocked Prone. If a target fails its saving throw by 5 or more, it is also pushed up to 60 feet away from Ba’Jah. If a pushed target strikes a solid surface, the target takes 3 (1d6) Bludgeoning damage for every 10 feet it was pushed. If the target is pushed at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked Prone.

Trunk. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) Bludgeoning damage. On a hit, if the target is size Medium or smaller, the target must succeed on a DC 27 Dexterity saving throw. On a failed save, the target is Grappled by Ba'Jah’s Trunk. A creature Grappled in this way can use their action to make a DC 27 Strength (Athletics) or a Dexterity (Acrobatics) check (creature’s choice), freeing itself on a success. Ba’Jah has one trunk, which can grapple one target.

Stomp. As an action, Ba'Jah stomps his feet on the ground. All creatures on the ground within 60 feet of him must succeed on a DC 27 Strength saving throw. Creatures on the ground within 10 feet of him have disadvantage on their saving throw. On a failed save, a creature takes 26 (4d12) Bludgeoning damage and is knocked Prone. On a successful save, a creature takes half damage and is not knocked Prone.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are on the ground in the area (no save).

Strong Liquor (Recharges 5–6). As an action, Ba'Jah takes a large swig of alcohol and then spits it out in a 90-foot-Cone. Ba’Jah and all creatures within the Cone must succeed on a DC 27 Constitution saving throw. On a failed save, a creature is heavily intoxicated by this alcohol and suffers the Poisoned condition for the next 8 hours. While a creature is Poisoned in this way, its movement speed is also halved. If a creature fails its initial saving throw by 5 or more it is also knocked Unconscious for the duration of the poison. An Unconscious creature awakens if it takes any damage, or someone within 5 feet of it takes an action to shake it awake. This will awaken the creature but it will not remove the intoxication or the Poisoned condition.

If Ba’Jah fails his save, he suffers the same effects until the end of his next turn instead of for the next 8 hours. Though Ba’Jah is normally immune to the Poisoned condition, he is not immune to the effects of this strong liquor.

The intoxication and Poisoned condition can both be removed by any spell or ability that removes or ends the Poisoned condition.

Summon Hollyphant (3/Day). As an action, Ba’Jah summons one Hollyphant. A summoned Hollyphant appears in an unoccupied space within 60 feet of Ba’Jah, acts as an ally of Ba’Jah, and has its own action economy. It remains until it dies, Ba’Jah dies, or until Ba’Jah dismisses it as an action.

Bonus Actions

Change Shape. As a bonus action, Ba'Jah magically transforms into an Elephant, Mammoth or a Medium sized Loxodon, while retaining their game statistics (other than their size). This transformation ends if Ba'Jah is reduced to 0 hit points or uses a bonus action to end it.

Drunken Inspiration (Recharges 5–6). As a bonus action, Ba'Jah grants an ally within 120 feet of himself that he can see a d12 inspiration die. The inspiration die lasts for one hour, an ally can only have one inspiration die at a time, and they can use it to add to one Ability Check, Attack Roll, or Saving Throw they make of their choice.

Reactions

Ba’Jah can take up to three reactions per round but only one per turn.

Mage Slayer. When a creature within 10 feet of Ba’Jah cast a spell he can use his reaction to make a single attack against the creature casting the spell.

Unyielding. When Ba’Jah is subjected to an effect that would move him, knock him Prone, or both, he can use his reaction to be neither moved nor knocked Prone.

War Caster. When a creature provokes an Opportunity Attack from Ba’Jah, he can, instead of making an Opportunity Attack, he can use a reaction to cast a spell that has a casting time of one action and targets only that creature.

Legendary Actions

Ba’Jah 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. Ba’Jah regains spent legendary actions at the start of each of his turns.

Divine Spellcaster. Ba’Jah casts a spell from the Cleric or Paladin spell list that is 5th–Level or lower and has a casting time of one action.

Innate Spellcaster. Ba’Jah casts one of his “At Will” spells from his Innate Spellcasting list that has a casting time of one action.

Inspire. Ba’Jah immediately recharges and then uses his Drunken Inspiration.

Mace. Ba’Jah makes a single attack with his Gada.

Throw (Cost 2 Actions). If Ba’Jah is currently grappling a target in his Trunk, he can throw it up to 120 feet in a direction of  his’s choice. The grapple ends for the thrown creature and they must succeed on a DC 27 Dexterity saving throw. On a failed save, the target takes 1d6 Bludgeoning damage for each 10 feet it was thrown and it falls Prone. On a successful save, the creature takes half damage and it does not fall Prone.

Description

The Aspect of Ba'Jah is an enormous broad-shouldered, 50 foot tall Loxodon with gray hide, two ivory tusks, blue eyes, and a greatly extended trunk. He wears a fine tunic of blue and silver, pants of dark blue, a rose gold chest plate covered in angelic runes, and leather gauntlets, boots, and waist belt. He keeps a gourd of fine wine strapped to his belt. Dozens of small bells, charms, and trinkets hang around his tusks, wristbands, and waist belt. He wields a Gada Mace, +3 made of gold detailed with precious gemstones.


Ba'Jah, Deity of Alcohol, Celebrations, Cooking, Feasts, Loxodon, and Tobacco

Deity. Ba'Jah, the Deity of Alcohol, Celebration, Cooking, Feast, Loxodon, and Tobacco. He is known as the Drunkern, Fig Feaster, and Father Elephant. Ba'Jah is a titanic four-armed Loxodon with smooth deep bronze hide, four large ivory white tusks, glowing cyan eyes, and a large belly. He wears a fine deep blue tunic with gold celestial symbols depicting parading elephants, grapevines, figs, and wine. He has fine leather belts around his waist, forearms, and shins. All of his belts have hundreds of bells, charms, trinkets, and wind chimes hanging from them. He wields a Gada Mace, +3 made of gold detailed with angelic runes and precious gemstones. He keeps a platinum gourd of endless wine with him at all times.

Home Plane. Ba'Jah resides in his realm called the Great Hall of Figs on the Upper Plane of Bytopia, in the mountain ranges of Shurrock.

Symbol. Ba'Jah’s divine symbol is a jeweled chalice filled with wine.


Divine Magic

Divine Wishcraft. All aspects seek to spread their deities influence, strengthen their portfolio, and seek praise from mortal souls all in the name of their deity. All aspects, possessing the true power of their creator, can fulfill nearly any desire (within the limits of a Wish spell) requested by the mortals that bind their devoted souls to the aspect. Aspects always fulfill the letter of the wish, and might grant the mortal a Divine Boon, or the gift of spellcasting (Cleric or Paladin). In exchange for these gifts, the aspect and the deity that created the aspect gain Divine Scenes with the creature, and they expect the piety and devotion of the mortal. An aspect can not fulfill its own wish.

Ba'Jah’s Divine Boon

To the GM’s discretion, the aspect is able to grant their most loyal followers with a Divine Boon. A creature blessed with this boon gains the following benefits:

  • Ability Score Improvement. The creature's Constitution score increases by 2, and their maximum Constitution score increases by 2.
  • Bonus Skill. The creature gains Proficiency with Brewer’s Supplies and Cook’s Utensils. If they are already proficient with either Brewer’s Supplies or Cook’s Utensils, then they gain Proficiency in a different set of Artisan’s Tools of their choice.
  • Weapon Mastery. The creature gains Proficiency with Maces and they can use the Maces mastery property.

Divine Scenes

The aspect and the deity that created the aspect are able to see and hear through the eyes and ears of any creature that they have granted a Wish to, given their Divine Boon to, or has been gifted spellcasting through them.


Prime Deities

There are 50 Prime Deities and 2 Over Deities in the world of Starling. Most of the prime deities are currently in conflict with each other, in a devastating war called the Cataclysm War. There are two sides to the conflict of the Gods. The Prime Evils, who desire to force there will over the mortal creatures of the realms. The Prime Virtues, who fight for the protection and life of those who can not defend themselves.

The War Begins. The Cataclysm war started when the original 17 members of the Prime Evils ambushed and attacked several other deities in an attempt to steal their portfolios. Though the 5 deities that were attacked were critically wounded, the Prime Evils were unable to take their portfolios. The deities injured in this ambush are known as the Wounded Gods.

Prime Virtues

The deities fighting for the side of good are known as the Prime Virtues. Currently there are 16 deities that are collectively known as the Prime Virtues. Most of the Prime Virtue Deities remained on the side of good from the beginning, but a few have switched sides. The deities Mask, Neptune, and Pele started the Cataclysm War on the side of the Prime Evils. However they changed sides to the Prime Virtues after witnessing the vile atrocities done in the name of the “greater good”. Now they fight with the Prime Virtues, to atone for their past actions.

  1. Bahamut, also known as the Platinum Dragon. He is the god of Metallic Dragons, Protection, Selflessness, and Truth.
  2. Belesarius, also known as the Hound and Claw. He is the god of Glory, Integrity, Nephilim, Strategy, and Victory.
  3. Callistella, also known as the Pathfinder and Radiant Guide. She is the goddess of Angels, Atonement, Mount Celestia, and the 13 Heavenly Virtues.
  4. Corellon, also known as the Arch Heart and the Elf King. He is the god of Elves, Self Expression, Stars, and the Feywild.
  5. Durin, also known as the All Hammer and Father of Dwarves. He is the god of Craft, Creation, Dwarfs, Forging, Mining, and Smithing.
  6. Helm, also known as the Watchtower. He is the god of Duty, Guards, Loyalty, Watchfulness, and Security.
  7. Hyperion, also known as the Dawn Father. He is the god of Dawn, Day, Fire, Light, and the Sun.
  8. Lunora, also known as the Moon Dancer and Wolf Mother. She is the goddess of Dusk, Lycanthropy, the Moon, Winter, and Wolves.
  9. Mask, also known as the Unknown One, and the Vigilante. He is the god of Anonymity, Creeds, Hidden, Punishment, and Vendetta.
  10. Melora, also known as the Wild Mother. She is the goddess of Animals, Beasts, Nature, Plants, and Wilderness.
  11. Neptune, also known as the Aquatic King, Depth Lord, Sea King, and Wave Rider. He is the god of Hurricanes, Lakes, Oceans, Rivers, Seas, and Underwater Creatures.
  12. Pele, also known as the Flame of Regrowth, Madame Magma, Paver of Life, and the Scorcher. She is the goddess of Earthquakes, Lava, Mountains, Rock, Stone, and Volcanos.
  13. Sanguinius, also known as the Angel of Golden Music, Singing Angel, and Golden Song. He is the god of Art, Dance, Music, Poetry, Song, and Theatre.
  14. Sigrun, also known as the Valkyrie Queen. She is the goddess of Arborea, Courage, Honor, Seraphim, and Valor.
  15. Talos, also known as the Storm Lord and Tempest. He is the god of Flight, Lightning, Rain, Storms, Thunder, Weather, and Wind.
  16. Tyr, also known as the Law Bearer and Oath Keeper. He is the god of Judgement, Justice, Law, Oaths, and Order.

Prime Evils

The deities fighting for the side of evil are known as the Prime Evils. Currently there are 16 deities that are collectively known as the Prime Evils. Most of the Prime Evils started the war on the side of villainy, but there are a few that gave into the corruption of power. The deity Nyx was cast out by the Prime Virtues for her insistence on using Undead armies and twisted necromancy. The deity Vul’Khaun left the Prime Virtues after getting into a fight with Corellon. Nobody knows what or who started the epic battle between the two mighty deities, only that the week-long conflict only ended when the other gods intervened.

  1. Azathoth, also known as the Deep Dark and the Nuclear Chaos. He is the god of Madness, Nightmares, Nothingness, Unknown Horror, and the Void.
  2. Inarra, also known as the Chain Biter, Flesh Ripper, and the People Eater. She is the goddess of Cannibalism, Crocodiles, Deceit, Imprisonment, and Jailors.
  3. Iuz, also known as Old Wicked and Wicked One. He is the god of Agony, Pain, Sacrifice, Suffering, and Suicide.
  4. Lair, also known as the Invisible Blade, Matron of Ravens, Raven Queen, and the Whispered One. She is the goddess of Assassins, Lies, Ravens, Secrets, and Thieves.
  5. Lilith, also known as the Demon Queen, Queen of Chaos, and the Vengeful *****. She is the goddess of Chaos, Demons, Destruction, Revenge, and the Abyss.
  6. Lolth, also known as the Drow Mother and the Spider Queen. She is the goddess of Enslavement, Spiders, Stealing, Torture, and Trickery.
  7. Lucifer, also known as the Lord of Hell and Lord of Sin. He is the god of Corruption, Devils, The Hells, and the 13 Deadly Sins.
  8. Marr, also known as Bellum Vult, Dread Emperor, Strife Emperor, Lord of War. He is the god of Battle, Combat, Conquest, Military, Strife, and War.
  9. Nyx, also known as Evernight, Dread Empress, and the Fell Queen. She is the goddess of Death, Dread, Night, Undead, and the Shadowfell.
  10. Raam, also known as the Horned Beast, Labyrinth Lord, Lord of Savage Beast, the Ruiner. He is the god of Labyrinths, Mazes, Minotaurs, Ruin, Savagery, and Slaughter.
  11. Selene, also known as the Blood Queen, Mother Murder, Shadow Queen, and the Vampire Queen. She is the goddess of Bats, Darkness, Misfortune, Murder, and Shadows.
  12. Socothbenoth, also known as the Creeping Scorpion and the Validator. He is the god of Depraved Sexuality, Forced Seduction, Incest, Sexual Taboos, and Perversions.
  13. Thryme, also known as the High jötnar, Horned King and the Mauler. He is the god of Fighting, Fortitude , Giants, Might, Strength, and Vengeance.
  14. Tiamat, also known as Queen of Evil Dragons and the Scaled Tyrant. She is the goddess of Chromatic Dragons, Domination, Egotism, and Tyranny.
  15. Vul'Khaun, also known as Orc Chief and the Scared One. He is the god of Athletics, Competition, Endurance, Orcs, and Sport.
  16. Zehir, also known as Serpent of Death, Cloaked Serpent, and the Plague Rotter. She is the goddess of Diseases, Famine, Jealousy, Plagues, Poisons, Snakes, Toxins, and Venoms.

Wounded Gods

The Cataclysm War started when the original 17 members of the Prime Evils ambushed and attacked 5 other deities in an attempt to steal their portfolios. The 5 Wounded Gods currently lay in the healing waters of the Oceanus on the Upper Plane of Elysium, protected by millions of Celestial warriors and healers.

Although all 5 of the Wounded Gods received devastating injuries, none of them were hurt worse than Hestia. After the ambush was over and the rest of the Prime Evils left without stealing any portfolios. Socothbenoth (the Validator) returned to the severely injured Hestia and defiled her.

  1. Adam, also known as Grandfather, Hearthfire, and the Shepherd. He is the god of Adaptability, Civilization, Fatherhood, Home, and Humans.
  2. Esuna, also known as the Huntress and Great Ranger. She is the goddess of Archery, Centaurs, Foraging, Hunting, Survival, Tracking, and Traps.
  3. Gaia, also known as Giving Grace. She is the goddess of Agriculture, Cattle, Crops, Farming, Harvest, and Livestock.
  4. Hestia, also known as Bringer of Life, Guardian of Freedom, Mother of Miracles, Profit Mother, and the Summer Crown. She is the goddess of Freedom, Life, Miracles, Prophecy, and Summer.
  5. Jasmine, also known as Myth Writer, Peacekeeper, and the Storyteller. She is the goddess of Dreams, Inspiration, Meditation, Peace, Stories, and Tranquility.

Divine Healers. Several other deities choose to attempt to heal the Wounded Gods, including one of the Over Deities. They spend their time and energy trying to heal the lands scorched by the Cataclysm War and restore the Wounded Gods to their former glory.

  1. Delilah, also known as Divine Mother, Living Hope, Mother of the Gods, and Over Mother. She is the Over Goddess of Hope.
  2. Cortana, also known as Joyful Grace and the Laughing Lady. She is the goddess of Honesty, Joy, Laughter, Medicine, Passion, and Serenity.
  3. Eden, also known as Grandmother, Midwife, and the Protector of Mothers and Children. She is the goddess of Birth, Children, Family, Fertility, and Motherhood.
  4. Sarenrae, also known as the Everlight and Radiant Phoenix. She is the goddess of Compassion, Forgiveness, Healing, Mercy, and Renewal.

Intermediaries

A few of the gods try desperately to find diplomatic means to end the conflict, acting as intermediaries and negotiators.

  1. Avandra, also known as the Change Bringer and Lady Luck. She is the goddess of Autumn, Change, Destiny, Fate, Luck, and Spring.
  2. Faelis, also known as the Cat Lord and the Ivory Philosopher. He is the god of Cats, Common Sense, Independence, Philosophy, and Wisdom.
  3. Tymora, also known as Coin Mistress, Deed Counter, and the Trader. She is the goddess of Barter, Fortune, Merchants, Money, Trade, and Wealth.

The remaining deities are either performing other duties or are hiding away from the conflict.

AO, also known as All Father, Godfather, and King of the Gods. He is the Over God of Balance, Deities, the Beginning, and the End. AO either can not or will not interfere in any of his children's affairs.

Aphrodite, also known as Guiding Heart and the Lover. She is the goddess of Beauty, Desire, Femininity, Love, Pleasure, and Sex. She remains hidden away in her Palace of Pleasure. Indulging herself in pleasures of the flesh.

Artagan, also known as the Captain and the Traveler. He is the god of Exploration, Navigation, Ships, Spelljammers, and Travel. Nobody knows where he is or where he has gone. It is believed that he simply left to travel across the planes. Although there are rumors that he has been sighted in the form of a lone disheveled traveler in a dirty green cloak.

Ba'Jah, also known as the Drunkern, Fig Feaster, and Father Elephant. He is the god of Alcohol, Celebration, Cooking, Feasts, Loxodon, and Tobacco. He has locked himself and all of his servants away in his realm called the Great Hall of Figs. Where he spends his time feasting on endless foods, drinking bottomless cups of wine, and smoking rare herbs. Some say that he has locked himself away out of fear or because he fell into his uncontrollable gluttonies desires.

Enoch, also known as the Gate Guard, the Guardian, and the Horn at the End. He is the god of Alarm, Bridges, Doorways, Foresight, Passage, and Portals. He continues his eternal guard of the Infinite Staircase. He does not impede the simple traveler through the Infinite Staircase, but he will not tolerate any troops or weapons of war pass through his domain.

Glannder, also known as the Gnome King and the Golden Historian. He is the god of Gnomes, History, Intelligence, Invention, Planning, and Writing. He does not take a direct role in the Cataclysm war, but he works with Khrona to create Constructs of war and other mechanized war machines on the Outer Plane of Mechanus. He does lean more to the side of good, so almost all of his creations go to the Prime Virtues.

Khrona, also known as Mother Modron, Mother Prime, Mother Time, Prime Modron, Prime One, Supreme Modron, and the Time Keeper. She is the goddess of Clocks, Constructs, Mechanus, Modrons, Time, and Tinkering. She does not take a direct role in the Cataclysm war, but she works with Glannder to create Constructs of war and other mechanized war machines on the Outer Plane of Mechanus. She is purely lawful and does not lean to either the sides of good or evil. Her creations are mostly split evenly between the Prime Virtues and the Prime Evils.

Mystra, also known as the Knowing Mentor and Mistress Arcane. She is the goddess of the Arcane, Learning, Libraries, Magic, and Teaching. She cares not about the petty squabbles of her fellow gods. All that she cares for is the pursuit of knowledge and the ever expanding power of magic. She remains within her Pillar Library endlessly testing the limits of the arcane.

Lair and Lair Actions

Great Hall of Figs

The Great Hall of Figs resides in the middle of what is known as the Valley of Elephants also called the Fig Forest. The valley resides deep into the mountains of Shurrock. The valley is always a comfortable 75 to 80 Fahrenheit, with calm weather, and covers about 25,000 Square Miles. The valley has a thick forest growing in it consisting of only different spices of apple trees, fig trees, and plum trees with different types of grape vines growing up all the trees. The valley is surrounded by tall and treacherous snow capped mountains.

Many herds of Elephants live within the valley, spending their days eating, roaming, and sleeping. Hollyphants fly around the valley, acting as Ba’Jah’s messengers, guides, and spies. Ten Ruidium Elephants with their Loxodon riders stand guard outside of Ba’Jah’s Great Hall of Figs.

Ba’Jah’s Great Hall of Figs is an enormous dining hall (about 10,000 feet long, 500 feet wide, and 300 feet tall) made of wood, with all types of grape vines growing over it, and giant double doors. The inside has a seemingly endless dining table completely covered in an infinite amount of delicacies from across the planes. Sitting at the head of the table, atop a throne made of huge pillows and blankets sits Ba’Jah, forever feasting, drinking, and smoking. Many jesters and other circus performers entertain Ba'Jah and his many guests. Any creature that consumes any food or drink from Ba’Jan’s table immediately gains the benefits of the Greater Restoration, Heroes’ Feast, and Protection From Evil and Good spells, no concentration required.

Previous Versions

Name Date Modified Views Adds Version Actions
3/10/2025 11:01:43 AM
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3/17/2025 6:52:50 PM
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Monster Tags: Shapechanger

Habitat: ForestGrasslandHillPlanar (Upper Planes)Urban

DaemonSultan

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