| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 12 | +1 | +8 |
| CON | 24 | +7 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +6 |
| WIS | 26 | +8 | +15 |
| CHA | 28 | +9 | +16 |
Magic Resistance. Atargatis has Advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day, or 4/Day in Lair). If Atargatis fails a saving throw, she can choose to succeed instead.
Echolocation. The Atargatis can't use her blindsight while deafened.
Amphibious. Atargatis can breathe air and water.
Spellcasting. Atargatis casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +16 to Hit with spell attacks) :
At will : Absorb Elements, Control Water*, Create and Destroy Water (level 8 version), Cure Wounds, Detect Magic*, Dispel Magic, Lesser Restoration, Remove Curse, Warding Winds*
3/day : Chain Lightning, Charm Person* (level 4 version), Cone of Cold (level 7 version), Banishment*, Dispel Magic (level 5 version), Greater Restoration, Heal, Hold Monster*, Remove Curse (level 5 version), Scrying*, Sending
1/day each : Divine Word, Dispel Good and Evil*, Control Weather*, Dominate Monster*, Raise Dead, Tsunami*
* Concentration Spells
Multiattack. Atargatis uses her Otherwordly Scream if available, and either (A) makes two Titan's Bane attacks, any of which she can replace by three Watery Blast attacks, or (B) uses Spellcasting.
Titan's Bane. Melee or Ranged Weapon Attack : +16 to hit (with Advantage against Huge or larger creatures and Titans), reach 20 ft. or range 60/180 ft., one target. Hit : 23 (4d6 + 9) Piercing damage and 22 (5d8) Radiant damage. Hit or Miss : The weapon magically returns to Atargatis' hand immediately after a ranged attack.
Watery Blast. Melee or Ranged Spell Attack : +16 to hit, reach 5 feet or range 150 ft., one target. Hit : 7 (2d6) Piercing damage and 7 (2d6) Cold Damage. If the target is a Large or smaller creature, it is subjected to the following effect : Strenght saving throw, DC 24, Failure : The target is pushed 5 feet horizontally from Atargatis.
Otherwordly Song (1/Day). Atargatis starts to perform one of the following songs, being able to only target creatures of her choice. Each of which can be heard in a 3 miles radius and can be performed for up to 1 hour. While singing, Atargatis cannot cast spells requiring verbal components, use her Otherworldy Scream, or speak without using her telepathy. If a creature hears the song for at least 1 minute must make a DC 24 Wisdom saving throw or be affected by the song's effects. If a target's saving throw is successful, the target is then immune to the effects of the Otherwordly Song for the next 24 hours.
- Heartbreaking Lament. Failure : The creature begins to sob uncontrollably, having their movement speed halved, and Disadvantage on all skill checks and attack rolls for the song's duration + 1 hour. A creature is no longer affected if the Calm Emotions spells is cast on it, or if a non-affected creature succeeds on a DC 20 Charisma (Persuasion) check over the course of a minute to calm the creature.
- Soothing Lullaby. Failure : The creature has the Unconscious condition for the song's duration +1 hour. It awakens if it takes damage or if a creature takes 1 minute to shake them awake. If Atargatis wishes, she can make it so such creature that remains Unconscious for at least 4 hours gets the benefits of a long rest.
- Charming Melody. Failure : The creature has the Charmed condition for the song's duration + 1 hour, or until it takes more than 5 damage.
Additionally, for each minute an affected creature spends with the Deafened condition, it can repeat it's saving throw with Advantage. The effects also ends until Atargatis dies, is on a different plane of existence from the affected creature, or ends the effect on as many creatures as she wishes as a bonus action.
Otherwordly Scream (Recharge 5-6). Atargatis lets out an incredibly loud scream that can be heard in a 1 mile radius. It cannot be used while she is using her Otherwordly Song. The scream can be one of the following :
- Shockwave. Strenght saving throw, DC 24, each creature of Atargatis' choice in a 120-Cone, Failure : The creature is pushed 30 feet Straight away from Atargatis and has the Prone condition. Success : The target is only pushed 15 feet.
- Blood Chilling Shriek. Wisdom saving throw, DC 24, each creature of Atargatis' choice in a 120-foot Emanation originating from Atargatis and that can ear the scream, Failure : The target has the Frightened condition until the end of it's next turn.
- Booming Shout. Constitution saving throw, DC 24, each creature of Atargatis' choice in a 120-foot Cone that can ear the scream, Failure : 22 (5d8) Thunder damage, and the creature has the Deafened condition until the end of it's next turn. Success : Half damage only.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, Atargatis can expend a use to take one of the following actions. Atargatis regains all expended uses at the start of each of her turns.
Attack. Atargatis moves up to half her movement speed and makes a Watery Blast attack.
Divine Command. An ally of Atargatis that is within 120 feet and able to hear her can use it's reaction to move up to half it's movement speed, and either interact with an object or make an attack with Advantage.
Vocal Cords Rest. Atargatis attempts to recharge her Otherwordly Scream. Atargatis can't take this action again until the start of her next turn.
Swirling Elements. Strong currents and/or winds swirl in a 20-foot Emanation originating from Atargatis until the start of her next turn. Creatures other than her and her allies must spend 3 feet of movement for every 1 foot they move in that area, and ranged attacks made by such creatures going through it are made with Disadvantage. Atargatis can't take this action again until the start of her next turn.
Description
Atargatis, also known as "The First Merfolk", or "The Sea Empress", is a large merfolk-like being created by the joined efforts of the Asathalfinare, the pantheon of deities worshipped by the good aligned aquatic races. When times are dire or promise to be soon, they summon this being from the heavens to protect their peoples, granting it impressive powers, strength, and intellect to do so.
CR 23 : OCR 24 - DCR 22
CR 24 (in her lair) : OCR 25 - DCR 23
Divine Shelter. Upon her summon, the gods will send a message to their respective clerics, priests, warlocks and paladins, warning them of the dangers to come, and telling them to find refuge at the Sea Empress' location if they can, charging them of spreading the word and shepherding followers there. This can create massive migrations towards a singular place, the refugees then begin constructing large city-like settlements a fair distance away from the lair of their divine protector, obeying her commands to brace for the incoming disaster. Atargatis can wait hundreds of years for the disaster she was summoned to fight to appear, in the meantime becoming proactive in fighting evil at sea and sometime even at land, suppressing any threats in the egg before it becomes a problem.
Atargatis will usually settle to live near the surface in shallow waters, no deeper than 1 mile, in gigantic temples-like constructions made of ancient stones or corals, or natural giant caverns along the coast of deserted islands or isolated shores, sometime only partially underwater. Atargatis' domain has no size limits and can increase exponentially over the time during which she is active. At the periphery of her domain, marking and warnings signs will be erected, informing others that this area is under divine protection, and that creatures entering will be subject to the pantheon's laws.
Imposing Grace. Atargatis appears to be a merfolk of gigantic proportions, but whose appearance seems to slightly change each time she is summoned, safe for a few traits that remain. Her entire body length is around 100 feet from head to tail, her skin is a though whale-like leather covered in a few glowing golden glyphs. She has two large pectoral fins around the waist, glowing golden eyes, long pointed ears, and black hairs that can adopt various lengths and styles but always take a black smoke-like gaseous appearance underwater. Despite her though-looking skin, gigantic size, and bulk, her face remains delicate and her silhouette bears great majesty and grace.
Extremely wise, she always de facto take the position of background leader of the settlements surrounding her lair. She however does not directly rule over it, leaving the populations to organize themselves around a backbone of rules and social structures she provides. Her word is absolute divine law, and important decision must have her approval, or it's direct representatives' should she be unavailable : a powerful head priest chosen collectively by the pantheon. While she is a benevolent and protective entity, she is unforgiving with outsiders and merciless with potential threats and traitors.
Strategist & Titan Slayer. Being good aligned, the pseudo cities and areas under Atargatis' protection thrive enormously in peace, protected from nearly all-outer threats. But when one of theses threats finally shows up, it has to face a well prepared line of defense, led into battle by the Sea Empress herself. In combat, Atargatis acts as an exceptional tactician and leader, using complex mutli-layered strategies to defeat the opposing force. She can use her mystical voice to turn the tide of battle or achieve victory before even starting the fighting, but, made to fight world ending calamities one-on-one, she excels in one-on-one duel against large foes. Atargatis can summon her signature soul bound trident, a godly weapon forged to hunt and kill very large monsters, especially titans. It is made of a pitch black metal, and underwater it's shape becomes a blur as it take a gaseous form of black smoke similar to her hair. It, combined it with a mastery over the surrounding water, a diverse and powerful array of spells, and a voice bearing magical properties makes Atargatis a versatile and incredibly powerful opponent.
The two mains events that would see the summon of Atargatis would be the rise in power or activity of a Kraken, or the summoning of a Leviathan. After the main threat she was originally summoned for is dealt with, not matter how long she had to wait before that, if the region is peaceful for long enough, Atargatis's temple will be sealed and she will fall into a deep slumber. In fact, the body sealed in that temple is just that : a body, kept here as her essence returns to the heavens. The regional effects of her lair perdure through time, making it so that at the heart of many thriving underwater cities sits a very old and sealed temple of stone. If a threat emerges once more, her essence will retake control of one of theses still living body, being directly summoned at the heart of the crisis.
Fun fact. The name "Atargatis" was chosen because it's the name of the first mermaid in a few real world mythologies !
Lair and Lair Actions
CR 24 in lair.
Atargatis lives near the surface in shallow waters, in gigantic temples-like underwater constructions with made of carved stones or corals, or natural giant caverns along the coast of deserted islands, sometime only partially underwater. Her presence attracts Merfolks and other good aligned aquatic creatures seeking divine protection, who then form large settlements a respectful distance away from her lair.
Her residence, the surrounding settlement, and the land in a 1-mile radius around it counts as her lair.
Regional Effects
The region containing one of Atargatis's lair (inanimate body included) is brought to a state of peace and tranquility, which creates one or more of the following effects:
Ocean Monarch. Evil-aligned creatures feel uneasy and ill in this domain, they begin to harbor a deep fear of being found treading on it. The first time they enter the domain on a day, they must succeed on a DC 18 Wisdom Saving throw, or outright refuse to do so. They must repeat the saving throw every 8 hours they spend inside of the domain, on a failure, their new immediate goal becomes leaving as soon as possible, and if they can see Atargatis, they have the Frightened condition. If they fail this saving throw, Atargatis (or her head priest) receives a brief mental ping of their current location, except if they are protected from divination magic.
Sea and Storms. While in her lair, Atargatis can cast Control Weather, requiring no spell components and using Charisma as the spellcasting ability. If only her body is present, her head priest can cast it instead over the course of an hour without spending a spellslot.
Plentiful Resources. Beasts grow larger than usual, crops wield twice as much food, and water cannot be polluted by any means. Beasts and plants also become immune to diseases.
Friendly Livestock. All Beasts within 10 miles of the lair have the Charmed condition while in that area. Good Aligned creatures have Advantage on Animal Handling checks.
If Atargatis' body dies, she immediately turns into sea foam as a pulsing orb of light appears and promptly goes back to the pantheon of her masters, theses regional effects then fade over the course of one day.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/31/2020 10:24:12 PM
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81
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3
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1.5
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8/6/2020 12:01:51 PM
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136
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0
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8/7/2020 2:38:24 PM
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137
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9/5/2020 9:42:57 PM
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137
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3/13/2021 10:01:42 PM
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497
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1
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7/1/2021 4:29:39 PM
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554
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0
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7/1/2021 7:16:10 PM
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554
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0
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4/21/2025 6:59:31 PM
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573
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11
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4/21/2025 7:02:44 PM
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569
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0
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