Divine Magic. Igterglactus's spells and other magical abilities cannot be hindered by Counterspell, Antimagic Field, or similar effects. In addition, Igterglactus's concentration cannot be broken against his will, and he cannot be possessed or magically taken control of.
Spellcasting. Igterglactus is an epic-level spellcaster. His spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Igterglactus can cast the following spells:
At will: Eldritch Blast (5 beams), Guidance, Cure Wounds (5th level), Hex (5th level), Identify, Shield, Fireball, Gate (only to Elemental planes or Material plane).
5/day each: Greater Invisibility, Animate Objects, Banishment, Bestow Curse (5th level), Protection from Energy (pick 3 damage types instead of one), Contingency.
3/day each: Wall of Stone, Telekinesis, Disintegrate, Harm, Heal, Move Earth, Delayed Blast Fireball, Prismatic Spray, Reverse Gravity, Meteor Swarm.
1/day each: Summon Dragon (9th level, two dragons), Earthquake, Storm of Vengeance (x5 damage and x10 duration, but 1 min casting time), Imprisonment (gem only, no material component needed), Prismatic Wall.
Eldritch Finale (Recharge on a long rest). If Igterglactus would drop to 0 hit points or die, his hit point total instead resets to 400, and he gains access to his Legendary Actions and his Regional Effects activate (his current location when this activates is his current 'Lair') for the next hour. For this time, he also gains access to his Call the Elders and his Banish abilities.
Call the Elders (1/Week, Finale only). When Igterglactus would drop to 0 hit points or die, he explodes in a blast of elemental magic. Each creature within 300ft of him must make a DC 25 Dexterity saving throw, taking 10d10 fire, 10d10 cold, 10d10 thunder, and 10d10 poison damage on a failed save or half as much on a successful save. Then, one of each of the following creatures appear for one hour with the only goal of destroying the creature that killed Igterglactus: Ignis, Glacies, Terra, Ventus.
Godly Might. Igterglactus is a Divine Rank 10 deity (as described in The Path to Godhood) and his Aspect is therefore Divine Rank 2, gaining all beneifits of being so, aside from Godly Realms. A divine anathema of Igterglactus within one mile of the Aspect of Igterglactus causes it to temporarily lose this trait and its Divine Magic trait. Two divine anathemas cause the Aspect to lose his Call the Elders and Eldritch Finale, and three divine anathemas cause the Aspect to disperse harmlessly.
Multiattack. Igterglactus makes two Elemental Spike attacks then uses Barrage if available. Alternatively, he makes four Elemental Ray attacks.
Elemental Spike. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 33 (4d8 + 15) damage of a type of Igterglactus's choice: Fire, Cold, Poison, or Thunder.
Elemental Ray. Ranged Weapon Attack: +12 to hit, range 300 ft., one target. Hit: 28 (2d10 + 17) damage of a type of Igterglactus's choice: Fire, Cold, Poison, or Thunder.
Barrage (Recharge 5-6). Igterglactus unleashes a torrent of elemental force in a 120 ft. cone. Each target in that area must make a DC 25 Dexterity saving throw or suffer one of the following effects of Igterglactus's choice: 8d10 Bludgeoning + knocked prone, OR 8d10 Fire + 2d10 at the start of each of Igterglactus's turns for 1 minute, OR 8d10 Cold + movement speed halved for 1 minute + only action or bonus action each turn, not both + no reactions, OR 8d10 Thunder + pushed 20ft straight away from Igterglactus. On a successful save, they take half the damage and nothing else.
Elemental Transformation (1/Day). Igterglactus assumes a form that embodies one of the four elements, gaining different properties depending on the form (duration 1 hour):
Earth: Resistance to damage from spells, immune to nonmagical Piercing, Slashing, and Bludgeoning, burrow 30ft, Elemental Spike deals +3d12 Bludgeoning damage, no flight.
Air: Fly 300ft, +2 attacks with Multiattack. Can move into another creature's space and stay there, advantage on attacks against a creature in it's space.
Water: Swim 120ft (invisible in water), Elemental Spike deals +2d12 Cold and effects of Slow. Can move into another creature's space and stay there, advantage on attacks against a creature in it's space.
Fire: Any creature that touches Igterglactus or anything he hits with a melee attack takes 4d12 Fire damage +1d12 at the start of each of Igterglactus's turns for 1 minute. Can move into another creature's space and stay there, advantage on attacks against a creature in it's space.
Banish (Recharge 4-6, Finale only). One creature of Igterglactus's choice that he can see within 300ft of himself must make a DC 25 Charisma saving throw. On a successful save, they have disadvantage on Wisdom, Intelligence, and Charisma checks and saving throws until the start of Igterglactus's next turn, and they take 4d8 psychic damage. On a failed save, the creature takes 12d12 psychic damage and is banished to a location of Igterglactus's choosing on one of the elemental planes.
Summon. Igterglactus casts Conjure Elemental. He can have a maximum of 5 Elementals under his control in this way at any given time.
Induce Chaos. One creature of Igterglactus's choice that he can see within 300ft of himself must roll on the Wild Magic Surge table a number of times of Igterglactus's choice. Then, Igterglactus must roll that many times minus one on the same table. If a 99-00 is rolled, instead of the normal effect, Igterglactus regains 25 HP.
Resist. Igterglactus gains immunity to one damage type and one condition of his choice until the start of his next turn. Take this reaction in response to receiving a condition or taking damage.
Once Igterglactus's Eldritch Finale trait activates, he gains access to his Legendary Actions. He can take four legendary actions, only one at a time and only at the end of another creature's turn. He regains all spent actions at the start of his turn.
Ray. Igterglactus makes one Elemental Ray attack.
Cast a spell. Igterglactus casts a spell on his At Will or 5/Day list that has a casting time of one action.
Dash (Costs 2 Actions). Igterglactus moves up to his speed. During this movement, he can move through the space of other creatures. A creature whose space he moves through in this way takes 36 (6d6 + 15) bludgeoning damage and must succeed on a DC 25 Strength saving throw or be knocked prone.
Cast a powerful spell (Costs 3 Actions). Igterglactus casts a spell on his 3/Day or 1/Day list that has a casting time of one action. He may, before or after this, cast a spell on his At Will list.
Lair and Lair Actions
Regional Effects
The region around where Igterglactus was when he entered his second phase is warped by elemental forces, which creates the following effects:
- Within 5 miles of Igterglactus's lair, rivers surge, potentially causing flooding, powerful winds form, granting disadvantage on ranged attack rolls and lightly obscuring the area, and the ground shakes once every 1d6 rounds (roll a d6 each round, shake occurs on a 6) forcing all creatures on the ground in the area to succeed on a DC 20 strength saving throw or fall prone.
- Igterglactus can, on initiative count 20 each round, cause powerful elemental magic to blast through an area of up to twenty-five 5 ft. cubes he can see within 600ft of himself. Each creature in one of those cubes must make a DC 25 Dexterity saving throw against Barrage, except that the damage roll is 55 (10d10) instead of 44 (8d10), and the additional condition occurs even on a successful save.
Previous Versions
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5/3/2025 1:12:26 PM
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Coming Soon
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