Medium Celestial, Chaotic Good
Armor Class 24 (psionic bastion)
Hit Points 667 (46d8 + 460)
Speed 0 ft., Fly 75 ft. (Hover)
STR
26 (+8)
DEX
18 (+4)
CON
30 (+10)
INT
15 (+2)
WIS
16 (+3)
CHA
30 (+10)
Saving Throws STR +17, DEX +13, CON +19, INT +11, WIS +12, CHA +19
Skills Deception +19, Insight +12, Perception +12, Performance +19, Persuasion +19
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Damage Immunities Force, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 1000 ft., Truesight 240 ft., Passive Perception 25
Languages all, telepathy 1000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Anathematic Secrecy. Arahanti can't be targeted by any divination magic or perceived through magical scrying sensors.

Creature Sense. Arahanti is aware of the presence of creatures that aren’t undead or constructs within 1000 feet of her that have a Charisma score of 4 or higher. She 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.

Disruptive Field. Arahanti’s immense psionic power hinders those that attempt to use magic against her. Whenever a hostile creature casts a spell within 1000 feet of Arahanti, it must first make a DC 27 Constitution saving throw (as if concentrating on the spell). On a failed saving throw, the affected creature is unable to cast the spell and must use its action, bonus action, or reaction to do something else. On a successful save, an affected creature takes 22 (4d10) psychic damage.

Empowered Weapons. Arahanti’s weapon attacks count as adamantine and as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage. 

Emotion Absorption. Whenever Arahanti is subjected to force or psychic damage, she takes no damage and instead regains a number of hit points equal to the force or psychic damage dealt. However, whenever Arahanti takes radiant damage, she has disadvantage on attack rolls, ability checks, and saving throws until the end of her next turn.

God Slayer. Arahanti deals double damage to gods and evil-aligned creatures, bypassing their resistances and immunities. If Arahanti reduces a god or evil-aligned creature to 0 hit points, she kills them instantly and erases them from history and from the memories of every non-celestial creature in the planes, causing all written or pictorial references to the target to fade away- the only exception is those who personally witnessed the death. This effect ignores a creature's ability to prevent their death, such as Tiamat's discorporation trait. Restoring such a slain creature requires the use of a wish spell and the caster can never cast the wish spell again.

Innate Spellcasting. Arahanti’s telekinetic abilities allow her to duplicate* the effects of cetain spells using Charisma as her innate spellcasitng ability (+19 to hit, spell save DC 27). She can duplicate the effects of the following spells, requiring no components:

Constant: haste (self only, the extra action can only be used to take the Dash action), detect thoughts, eyebite

At will: arcane gate, blur, catapult, control weather (as an action), counterspell, detect magic, disintegrate, dispel magic,divine word, dominate monster, dream, enlarge/reduce, eyebite, fear, freedom of movement, gate, harm, heal, hold monster, locate creature, polymorph, synaptic static, temporal shunt, teleport (without error), wish (no chance of strain or misinterpretation)
3/day: antimagic field, confusion, dark star. greater invisibility, mass suggestion, mind blank (only on other creatures), modify memory, plane shift, power word pain, power word stun, resurrection, reality break, reverse gravity, scatter, scrying, time stop
1/day: clone, feeblemind, foresight, power word heal, power word kill, psychic scream, ravenous void, time ravage, simulacrum, true resurrection

*Arahanti's innate spells are not themselves magical, and are unaffected by counterspell, dispel magic, or the area of an antimagic field

Irregular Causality. Arahanti operates on a different and irregular system of cause and effect than regular causality. Each creature within 1000 feet of Arahanti cannot use any abilities, feats, magic items, or traits that would allow them to reroll dice, unless Arahanti allows it.

Legendary Resistance (5/Day).If Arahanti fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity. Arahanti can't be affected or detected by spells of 6th level or lower unless she wishes to be. He has advantage on saving throws against all other spells and magical effects.

Mimicry. Arahanti can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 27 Wisdom (Insight) check.

Psionic Bastion. Arahanti constantly emits a field of psychic energy that benefits herself, and hinders her adversaries. Arahanti adds her Charisma modifier to her AC, uses her Charisma score to determine her weapon attack and damage rolls, and whenever a creature makes a spell attack against her, it does so with disadvantage. Additionally, creatures that start their turn within 1000 feet of Arahanti can't be resistant to force or psychic damage.

Psychic Resilience. Whenever Arahanti fails a saving throw, she can choose to succeed instead. Whenever Arahanti succeeds on a saving throw in this manner, she regains two less legendary actions at the start of her next turn.

Rejuvenation. If she dies by any means other than radiant damage, Arahanti returns to life in 1d6 days and regains all her hit points. Only a wish spell can prevent this trait from functioning.

Spiritual Anathema. Arahanti has the following flaws:

Celestial Spirit. Arahanti simultaneously counts as a celestial and an undead.

Higher-Dimensional Movement. Arahanti can move through other creatures and objects as if they were difficult terrain.

Higher-Dimensional Vision. Arahanti can see into and through solid matter.

Forbiddance. Arahanti can’t enter a residence without an invitation from one of the occupants.

Sunlight Sensitivity. While in sunlight, Arahanti has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Transcendental Strikes. Whenever Arahanti deals damage other than psychic or force, she can choose to deal psychic or force damage instead.

Unyielding Essence. Arahanti is immune to any spells or effects that would alter her form, as well as those that would that would read her thoughts, determine if she is lying, or nonmagically or magically influence her thoughts or behavior.

Actions

Multiattack. Arahanti can use her Karmic Kindling (if it is available) and her Presence of Providence. She then makes four attacks: one with her emotion drain, two with her hardlight blade, and one with her memepsychotic pulse. 

Emotion Drain. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 45 (10d6 + 10) psychic damage. Arahanti regains hit points equal to psychic damage dealt. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or have it’s hit point maximum be reduced by an amount equal to the psychic damage taken, and Arahanti regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a Medium or smaller humanoid that has a soul dies from this attack, a new saturnalian rises from the corpse 1d4 hours later.

Hardlight Blade. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 24 (7d6) psychic damage. Arahanti regains hit points equal to psychic damage dealt. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn. If a creature is killed by this attack, its soul is drawn into the blade, where it becomes trapped. While the creature's soul is trapped this way, it can't be brought back to life by any means short of a true resurrection or wish spell. When Arahanti is killed, her blade dissolves into nothingness, and the souls of any creatures trapped in her blade are freed.

Metempsychotic Pulse. Melee or Ranged Weapon Attack: +19 to hit, reach 5 ft., of range 1000 ft., one target. Hit: 17 (2d8 + 8) psychic damage. If the target is a creature, it suffers one of the following additional effects (Arahanti's choice).

Forceful Pulse. The target is pushed 15 feet backwards and falls prone.

Shock the System. The target can't take reactions until the end of Arahanti's next turn.

Stunning Pulse. The target must make a DC 27 Constitution saving throw or be stunned until the end of Arahanti’s next turn on a failed save.

Presence of Providence. Each creature of Arahanti's choice that is within 1000 feet of Arahanti and aware of her must succeed on a DC 27 Wisdom saving throw or become stunned 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 Arahanti's Presence of Providence for the next 24 hours. If a creature fails this saving throw three times in 24 hours, then it is overwhelmed by telekinetic force, as if it were affected by a feeblemind spell that lasts until it is dispelled (save DC 27).

Karmic Kindling (Recharge 5-6). Arahanti begins to charge up a massive display of telekinetic force. While charging, she cannot use any reactions. On initiative 20, Arahanti releases the telekinetic force in a 120-foot cone in front of her. This also creates a fissure in the ground with the same dimensions that is 120 feet deep. Each creature of her choice in the affected area must make a DC 27 Intelligence saving throw and a DC 27 Dexterity saving throw. On a failed Intelligence saving throw, an affected creature takes 49 (9d10) psychic damage and is stunned until the end of its next turn on a failed saving throw, or half as much damage and not being stunned on a successful save. On a failed Dexterity saving throw, an affected creature takes 49 (9d10) force damage and falls into the fissure, landing prone on a failed saving throw, or half as much damage and not falling into the fissure on a successful save.

A creature that fails the saving throw can’t cast spells via Arcane Magic until the start of its next turn. If a creature fails the saving throw by 5 or more, it cannot cast spells via Arcane Magic until it finishes a long rest.

Bonus Actions

Change Shape. Arahanti magically transforms into any Humanoid or Beast that is Medium or Small, while retaining her game statistics (other than her size). This transformation ends if Arahanti is reduced to 0 hit points or uses a bonus action to end it.

Accelerate Wheel. Arahanti accelerates the speed of the cycle of samsara with a significant catch. Each creature of Arahanti's choice that she is aware of within 1000 feet of her gains advantage on all attack rolls, ability checks, and saving throws until the end of its next turn. At the end of its next turn, the creature takes 35 (10d6) necrotic damage and must succeed on a DC 27 Constitution saving throw or suffer 1 level of exhaustion (an evil-aligned creature that fails the saving throw magically ages a fifth of its maximum life span). This aging can be reversed only by a wish spell or by casting greater restoration on the creature three times within the same hour. The creature dies if this increases its age to more than its maximum life span. 

Punarjanmanic Punishment. Arahanti targets any number of creatures and objects she is aware of within 1000 feet of her. No one target can weigh more than an infinite amount of pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a DC 27 Strength saving throw or grappled and be restrained (escape DC 27) in Arahanti's telekinetic grip. At the end of a creature's turn, she can repeat the saving throw, ending the effect on itself on a success.

At the end of Arahanti's turn, she can move each creature or object she has in her telekinetic grip up to 60 feet in any direction, but not beyond 300 feet of itself. In addition, she can choose any number of creatures restrained in this way and cause each of them to lose 35 (10d6) hit points. If an affected creature is reduced to 0 hit points by this loss of hit points, it falls unconscious and is stable.

Samsaric Summoning. Arahanti rolls a d20 and summons any number of creatures with a combined Challenge Rating equal to or less than that value. The creatures appear in any unoccupied spaces of Arahanti's choice within 300 feet of her. Each creature rolls its own initiative and acts in initiative order.

Terminal Transmigration. Arahanti transforms the area within 1000 feet of her into new terrain, changing the topography, local weather, and composition of the terrain. She may add or remove structures, tools, or other non-living objects. The changes to the terrain are permanent and can only be reversed with a wish spell.

Reactions

Emotional Echoes. As a reaction to taking damage, Arahanti can reduce the damage dealt by 35 (10d6). If this reduces the damage dealt to 0, each creature of Arahanti's choice within 30 feet of her takes 11 (2d10) psychic damage and is pushed 25 feet backwards.

Legendary Actions

Arahanti 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. Arahanti regains spent legendary actions at the start of her turn.

Punarbhavaic Perception. Arahanti makes a Wisdom (Perception) check or casts a spell or makes a metempsychotic pulse attack. She can instead target one creature that she can see within 300 feet of her. Any resistance or immunity to damage that the target gains from a spell or a magic item is suppressed. This effect lasts until the end of Arahanti's next turn.

Resurgent Relocation (Costs 2 Actions). Arahanti teleports, along with any equipment she is wearing or carrying, up to 100 feet to an unoccupied space she is aware of that exists at a point in time up to an infinite amount of years from the present, whether past or future, shifting from the Material Plane to the Astral Plane, Ethereal Plane, Elemental, Inner Planes, Outer Planes, Far Realm, Xoriat, a Dimensional Structure or Material Realm of her choice, or vice versa. A spatiotemporal rift filled with maddening gibbering and childish laughter appears at the origin and the destination when Arahanti uses this legendary action. Each creature within 20 feet of Arahanti before and after she teleports must succeed on a DC 27 Wisdom saving throw or be unable to attack or harm Arahanti in any way until the start of Arahanti's next turn.

Spin the Wheel (Costs 3 Actions). Arahanti chooses any number of creatures within 1000 feet of her and magically teleports each them to an unoccupied space within 1000 feet of her. An unwilling target may make a DC 27 Charisma saving throw, not being teleported on a success.

.

Description

In the Moment Between Moments, she was called Tamiymiel. A soft name — one that rippled through the gears of the Wheel like a lullaby sung in reverse. She was not born as others are. Like all Saturnalians, she was a flicker of divine programming, a soul-seed sparked from the Demiurge. But unlike her siblings, Tamiymiel was born listening — not laughing. Where others giggled at paradoxes, she stared into them, trying to understand their pain.
The other Saturnalians thought her strange. She spoke slowly, asked questions, and cried when echoes of broken timelines brushed against her. She didn’t trick the other fragments of the Moment between Moments for amusement. She didn’t lie unless it made someone feel safer. She would sit beside the dying sparks of forgotten souls and whisper songs of unbirth. While her siblings danced, she mourned. This compassion earned her a cruel nickname among her siblings: The Stillborn Joy.
Yet the Wheel responded to her. When she wept, the currents of reincarnation would slow. When she reached out her hand in dreams, dying universes flickered back into being — if only for a second. Her influence was instinctual, not willed: a resonance between her presence and the cyclical momentum of existence. Older Saturnalians began to whisper: She is the Wielder of Samsara. The Bringer of Moksha. The One Who Will End and Begin.
These titles meant nothing to Arahanti. She took the name later, choosing Arahanti from a forgotten mortal tongue. In ancient Earth dialects, it meant “Perfection.” But Arahanti did not seek perfection. She sought release. Even as a child of divine recursion, she was haunted by echoes of pain: souls trapped in loops of violence, identities that could not evolve, lives rewritten by force or forgotten altogether. And so, she chose a new path — not to maintain the Wheel, but to liberate those caught within it.
Her powers, though nascent, are unprecedented among Saturnalians. She is capable of telekinetically manipulating the Wheel of Life and Death, not just as a cosmic engineer, but as a living will. She can accelerate, slow, or reroute the path of a soul through reincarnation. She can trap a tyrant in a karmic prison of rebirth until they learn mercy — or offer moksha, true release, to the most tormented spirits. This makes her dangerous not because she breaks the rules… but because she understands them better than they do.
Because of this, many Saturnalians fear her. Some consider her a threat to the moment between moment’s neutrality, believing she may become a tyrant cloaked in mercy. Others wish to tear her apart and analyze her “code.” A few observe her from afar, neither intervening nor guiding. But the mortals? They believe she is the harbinger of the next cycle — the Saturnalian who will rewrite the metaphysics of existence itself.
When the first fracture of the Wheel was detected — caused by a backfired summoning ritual in Abeir-Toril’s underdark that was intended to summon the Demon Queen of Spiders — Arahanti was the only Saturnalian who cried out. She felt it as a scream across infinite timelines, a wound that bled into meaning itself. While the others played or postured, she did something no Saturnalian had done in 4 cycles: she descended as herself.
Arahanti entered the mortal realm quietly, wearing the form of a small, ethereal girl with starlight in her skin and lotus petals where her wings should be. She claimed no allegiance. She offered no threat. She simply wandered the broken places — disused temples, forgotten battlefields, half-written dreams. In every corner of reality, she searched for those who had been left behind — flawed beings, discarded experiments, misaligned timelines. And where she walked, souls remembered who they were.
Her alignment shifted during this descent. Though Saturnalians are typically unaligned by nature, Arahanti began to exhibit empathy, self-sacrifice, and — most dangerously — hope. She formed bonds. She smiled not out of trickery, but trust. She offered glimpses of peace to the suffering and warned others of what was to come: “If the Wheel breaks, it won’t be the end. It will be worse. There will be no endings at all.”
Now, monks speak of a “child of light” who can teach broken ki to sing. Even a few disillusioned deities have abandoned their posts after encountering her in dreams, reporting “an unbearable warmth” and fragmented visions of past lives. Arahanti leaves no trail, yet her presence is undeniable — an emotional gravity that pulls the forgotten toward freedom. But Arahanti is not a messiah. She is a child. And she is terrified. She understands that each time she touches the Wheel, she invites attention — not just from gods or the primordials, but from deeper, older forces that feed on recursion. She does not want power. She does not want worship. She wants only what few Saturnalians ever desired: A way out of the loop. A way forward. A way free.

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/18/2025 1:12:01 AM
5
1
--
Coming Soon
7/19/2025 9:24:59 PM
7
1
--
Coming Soon
7/22/2025 4:51:57 AM
8
1
--
Coming Soon
TheEternalEnigma