Gargantuan Celestial
AC 22 (natural armor)    Initiative +4 (14)
HP 515 (30d20 + 200)
Speed 60 ft., Fly 120 ft.
Mod Save
STR 26 +8 +17
DEX 18 +4 +13
CON 28 +9 +18
Mod Save
INT 24 +7 +7
WIS 24 +7 +16
CHA 26 +8 +8
Skills Arcana +16, Perception +26, Religion +16
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240, Truesight 120; Passive Perception 35
Languages All
CR 30 (XP 155,000; PB +9)
Traits

Divine Weapons. <Name of Deity>’s attacks with <Weapon Associated with Deity> are magical and treat immunity to damage as resistance instead.

Discorporation. When <Name of Deity> drops to 0 hit points or dies, <his or her> body is destroyed, but <his or her> essence travels back to <his or her> domain in the Nyx, and <he or she> is unable to take physical form for a time.

Innate Spellcasting. <Name of Deity>'s innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material  components:

At will: Any spell of 6th level or lower

3/day: Any spell of 7th level or higher

Legendary Resistance (5/Day). If <Name of Deity> fails a Saving Throw, <he or she> can choose to succeed instead.

Regeneration. <Name of Deity> regains 15 Hit Points at the start of <his or her> turn and doesn't require air, food, drink, or sleep.

Actions

Multiattack. <Name of Deity> can use <his or her> Frightful Presence. <He or She> then makes three attacks with <Weapon Associated with Deity>.

<Weapon Associated with Deity>. Melee Weapon Attack: +17 to Hit, Reach 20ft., one target. Hit: 30 (4d10 +8) <Appropriate Damage Type> damage plus 14 (4d6) <Appropriate Damage Type> damage.

Frightful Presence. Each creature of <Name of Deity>’s choice that is within 240 feet of <Name of Deity> and aware of <him or her> must succeed on a DC 25 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to <Name of Deity>’s Frightful Presence for the next 24 hours.

Swift Deliverance (1/Day). <Name of Deity> uses its Innate Spellcasting feature to cast a spell with a casting time longer than 1 action as an action. If that spell has limited uses, doing so expends one use of its uses.

Bonus Actions

Change Shape. <Name of Deity> magically transforms into any Humanoid or Beast, while retaining <his or her> game statistics (other than size). This transformation ends if <Name of Deity> is reduced to 0 hit points or if <he or she> uses a bonus action to end it.

Legendary Actions

<Name of Deity> can take 3 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. <Name of Deity> regains spent Legendary Actions at the start of <his or her> turn.

Move (costs 1 action). <Name of Diety> moves up to <his or her> speed.

Holy Strike (costs 1 action). <Name of Deity> makes one attack with <Weapon Associated with Deity>.

Divine Inspiration (costs 2 actions). <Name of Diety> inspires one of their champions to take an extra turn immediately. 

Description

This template is designed for a minor god in Theros. Stats/saving throws can be rearranged, skills changed, immunities added, and damage types modified to fit the flavor/design the desired Deity. Gods generally have many aspects each capable of acting independently. The collective abilities of a deity are likely not combatable.
Spell suggestions: Divine Word, Feeblemind, Control Weather, Earthquake, Meteor Swarm, Time Stop, True Polymorph, Gate, Wish, Foresight.

Previous Versions

Name Date Modified Views Adds Version Actions
12/27/2022 4:52:41 PM
11
1
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Coming Soon
6/12/2025 8:59:38 PM
44
10
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Coming Soon
LamestHoax

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