Anathematic Secrecy. The archsaturnalian can't be targeted by any divination magic or perceived through magical scrying sensors.
Aura of Terror. When a hostile creature within 15 feet of the archsaturnalian attempts to target them with a hostile effect, it must make a DC 22 Wisdom saving throw. On a failed save, the target is overwhelmed by terror, and the effect fails to take place. Creatures that are immune to the charmed condition are immune to this trait.
Extreme Exertion (Mythic Trait; Recharges after a Short or Long Rest). If the archsaturnalian would be reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 364 hit points, and it can end any spells of their choice on themselves. Then, for the next hour, it’s Strength increases to 48 (+15), it’s Constitution increases to 52 (+21), and allies of the archsaturnalian that remain within 60 feet of it are protected by its presence, which grants them advantage on all ability checks and saving throws.
Creature Sense. The archsaturnalian is aware of the presence of creatures that aren’t undead or constructs within 1000 feet of it that have a Charisma score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Charisma score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Emotion Absorption. Whenever the archsaturnalian is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt. However, whenever the archsaturnalian takes force or radiant damage, it has disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn.
Innate Spellcasting. The archsaturnalian’s technology allows it to duplicate** the effects of certain spells using Charisma (spell save DC 22) as it’s innate spellcasting ability. It can duplicate the effects of the following spells, requiring no material components:
At will: augury*, cloudkill (force damage), compulsion, contagion, detect evil and good*
3/day each: eyebite, fireball, wish (can only be used to duplicate spell effects of 8th level or lower)
2/day each: guardian of faith, planar binding, scrying
1/day each: dominate monster, disintegrate
* No concentration required.
**The archsaturnalian’s innate spells are not themselves magical, and are unaffected by counterspell, dispel magic, or the area of an antimagic field.
Legendary Resistance (3/Day). If the archsaturnalian fails a saving throw, they can choose to succeed instead.
Overlord of Fear. The archsaturnalian and each ally within 30 feet of them have advantage on attack rolls against creatures that are frightened.
Magic Resistance. The archsaturnalian has advantage on saving throws against spells and other magical effects.
Magic Weapons. The archsaturnalian's weapon attacks are magical.
Mimicry. The archsaturnalian can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 22 Wisdom (Insight) check.
Rejuvenation. If it dies by any means other than radiant damage, the archsaturnalian returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spiritual Anathema. The archsaturnalian has the following flaws:
Celestial Spirit. The archsaturnalian simultaneously counts as a celestial and an undead.
Higher-Dimensional Movement. The archsaturnalian can move through other creatures and objects as if they were difficult terrain.
Higher-Dimensional Vision. The archsaturnalian can see into and through solid matter.
Forbiddance. The archsaturnalian can’t enter a residence without an invitation from one of the occupants.
Religious Obsession. If the archsaturnalian sees a holy symbol, then it must succeed on a DC 22 Wisdom saving throw or be frightened of the holy symbol until the start of its next turn.
Spiritual Nature. The archsaturnalian doesn’t require air, food, drink, or sleep.
Sunlight Sensitivity. While in sunlight, the archsaturnalian has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unyielding Essence. The archsaturnalian is immune to any spells or effects that would alter its form (excluding it’s Extreme Exertion trait), as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.
Multiattack. The archsaturnalian makes two melee attacks or uses Dreadful Vision twice.
Emotion Drain. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 35 (8d6 + 7) psychic damage, and the target must succeed on a DC 22 Constitution saving throw or be warped until the target finishes a short or long rest or is subjected to the greater restoration spell or similar magic. While warped, whenever the creature takes damage, it must succeed on a DC 22 Constitution saving throw or suffer one level of exhaustion. If a Medium or smaller humanoid that has a soul dies from this attack, a new saturnalian rises from the corpse 1d4 hours later.
Dreadful Vision. The archsaturnalian targets one creature they can see within 60 feet of them. That creature must make a DC 22 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. If the target is frightened and fails the save, it also has disadvantage on the next saving throw it makes before the end of the archsaturnalian's next turn.
Change Shape. The archsaturnalian magically transforms into any Humanoid or Beast that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the archsaturnalian is reduced to 0 hit points or uses a bonus action to end it.
Frightful Presence. Each creature of the archsaturnalian’s choice that is within 120 feet of the archsaturnalian and aware of it must succeed on a DC 22 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 the archsaturnalian’s Frightful Presence for the next 24 hours.
The archsaturnalian can take 3 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 archsaturnalian regains spent legendary actions at the start of its turn.
Consume Emotions. The archsaturnalian targets one creature it can see within 60 feet of itself. Until the end of the archsaturnalian's next turn, the target can't regain hit points or cure itself of any diseases, and any resistance or immunity to psychic damage that it gains from a spell or magic item is suppressed.
Truth of the Wheel. The archsaturnalian targets one creature they can see within 60 feet of them. That creature must make a DC 22 Constitution saving throw, taking and 28 (6d6 + 7) psychic damage in a failed save, or half as much damage in a successful one. On a failed save, a creature is also poisoned until the end of the archsaturnalian's next turn.
Partikinesis (Costs 2 Actions). The archsaturnalian casts an innate spell.
If the archsaturnalian’s mythic trait has activated in the last hour, they can use the options below as legendary actions.
Tactical Reposition. Up to three allies of the archsaturnalian's choice that they can see can move up to half their speeds (no reaction required).
Particle Burst. The archsaturnalian causes a burst of particles to spill forth from a creature of their choice that they can see within 60 feet of them. The target and each creature of their choice within 15 feet of them must make a DC 22 Constitution saving throw, taking 28 (8d6) acid, cold, fire, lightning, or thunder damage (the saturnalian’s choice) on a failed save or half as much damage in a successful one; on a failed save, the original target's speed is also halved until the end of the archsaturnalian‘s next turn.
Extradimensional Labyrinth (Costs 2 Actions). The archsaturnalian targets each frightened creature they can see within 60 feet of them. Each target must succeed on a DC 22 Wisdom saving throw or be blinded, deafened, and incapacitated until the end of the archsaturnalian's next turn.
Description
The Saturnalians are a strange, mythic race of celestial spirits, the only beings untouched by the grip of the gods or the fires of mortal will — not because they are too strong to conquer, but because they exist in a different context altogether. They are the biological children of the Demiurge — a forgotten higher being who spun the fabric of time, space, and identity into motion - and who is responsible for maintaining the illusion of life, death, and rebirth across all omniverses and timelines. The Saturnalians are not gods. They are pure emanations of higher spiritual consciousness turned maintenance workers in a divine machine — children forced to carry a purpose they never asked for. They exist within the moment between moments — where every timeline, omniverse, and historical reset lives. Their tools have next to no effect outside such a realm. But within it? They are almost untouchable.
The Saturnalians are an enigmatic and otherworldly race — beings of pure soul, born from the unwilling womb of the Demiurge, their tyrannical and all-powerful mother. These celestial spirits, angelic in form and mischievous in nature, are both prisoners and maintainers of the Wheel of Life and Death —a cosmic machine of birth, death, and rebirth that spans every omniverse and timeline (including the real world) which is located in an ephemeral pocket of not-space and not-time that exists between the gears of the multiverses. Though ethereal and divine in appearance, Saturnalians are eternal children, cursed with immortal bodies and infantile minds. Though they resemble radiant six-winged angels to mortal eyes, their wings hide chains, and their laughter masks lifetimes of sorrow. Most of them are pranksters, tricksters, or cosmic brats. Despite their divine origin, Saturnalians are not wise sages or solemn seers. They lie, they giggle, and they often play games with the fates of mortals for their own amusement. And they are mischievous, manipulative, and irreverently playful. Most Saturnalians behave like brilliant tricksters, brimming with childlike curiosity and mischief. They’ll tell you five lies, two half-truths, and maybe — maybe — a sliver of something real. Never trust a Saturnalian at their word… even when they cry.
Yet beneath their childlike façades lies intellect far beyond human comprehension. Inside their home realm — within the moment between moments — they are masters of particle manipulation, reality weaving, and higher-dimensional science, and they are intelligent in ways that humans cannot comprehend, as they possess an almost instinctual mastery over higher-dimensional science and the metaphysics of the Wheel of Life and Death. They can perceive branching timelines like threads in a tapestry, twist probabilities like strings, and reshape existence itself within the spiritual framework they’re bound to maintain. They can see echoes of alternate timelines and manipulate the very particles that define material life. Physically, they surpass humans. Spiritually, they are untouchable. Intellectually? Let’s just say you won’t beat them at multidimensional chess… but you will outwit them in a simple lie-detector test or a mere math problem. Despite their cosmic awareness, their logic is childish, and their decision-making driven more by whimsy and emotion than wisdom. And yet; they were not designed to mature. They cannot die unless annihilated spiritually. And though they can manipulate time, energy, particles, and memory through their technology — they are still children, forever stuck in a playful, unstable mental state. They giggle through cosmic disasters and lie in paradoxes as if they were puzzles. Most don’t even know how powerful they are. Most just want to play. But their presence causes distortions in material worlds. They are hated by both gods and ghosts, for where a Saturnalian walks, souls forget their purpose.
Most Saturnalians have no interest in mortals, gods, primordials, the multiverse, the far realm, the timeline - or even fiction and nonfiction as a whole. These factions and things, to them, are ants in a glass box. But a few have started to observe more closely. Some are fascinated by the spiritual awakenings of others—finding it quaint, primitive, and nostalgic in a way they can’t explain. Others laugh at people’s desire for control, watching from the edges of reality as the multiverse’s fabric begins to glitch.
But here’s the problem:
The Saturnalians aren’t part of this story. The Wheel is.
And the moment someone — maybe the mortals, maybe the gods, maybe the Far Realm — breaks the Wheel, the Saturnalians will notice.
And when they come down from the sky, they won’t come to help.
They’ll come to play.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the archsaturnalian can take a lair action to cause one of the following effects; they can't use the same effect two rounds in a row:
One creature within 60 feet of the archsaturnalian that they are aware of must make a DC 22 Wisdom saving throw. On a failed save, the target must use its reaction to move up to its speed, following a path of the archsaturnalian's choice.
The archsaturnalian regains 5 hit points for each creature within 120 feet of them that is frightened of them.
The archsaturnalian chooses up to three allies they can see within 60 feet of them. If a chosen creature can see or hear the archsaturnalian, it can immediately use its reaction to make one weapon attack with advantage on the attack roll.
Previous Versions
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7/22/2025 4:52:40 AM
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