| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 30 | +10 | +19 |
| CON | 1 | −5 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 30 | +10 | +19 |
| WIS | 30 | +10 | +19 |
| CHA | 30 | +10 | +19 |
Avoidance. If the Glassy guy is subjected to a saving throw, she takes half damage on a failed save and no damage on a successful save. Glassy also has a +20 bonus to all saving throws on top of her other bonuses.
Crit Armor. Glassy and her AC treats critical hits like normal attack rolls. She also treats her nat ones like normal attack rolls.
Discorporation. If Glassy drops to 0 hit points or dies, she is transported back to her glassy demiplane called the glassyness where she can’t leave it for 3d6 months. If during the first week of her being transported there she is killed again, then she is dead for 20d10 years before reviving.
Legendary Actions (∞/day). If Glassy fails a saving throw, she can choose to succeed instead.
no u. If Glassy takes damage, roll a d20. On a 1, she takes damage as normal. On a 2-9, nothing happens. On a 10-19, the source of the damage instead takes the damage. On a 20, the source of the damage takes double the damage.
Screw you specifically. Yes, YOU. If a homebrew character or monster specifically succeeds on a saving throw caused by Glassy, they fail anyways. If a normal monster or character succeeds on a saving throw, roll a d4. on a 1 and 2, they still fail.
Spellcasting. Glassy’s spellcasting ability is Intelligence (spell save DC 35, +22 to hit with spell attacks). Glassy can cast the following spells:
At Will: all of them at level 9
Unyielding Nature. Glassy isn’t affected by things other than direct damage, meaning that any extra effects, including insta kills, do nothing to her. She can also function without air, drink, food or sleep, and she is immune to insta hit things like magic missile and the wish spell.
Multiattack. Glassy uses her Spellcasting. Then, she makes 5 Gun attacks and 2 Cannon attacks, or uses her nuke in place of the cannon attacks.
Gun. RangedWeapon Attack: +22 to hit, range 500/2000 ft., one target. Hit: 140 (20d12 + 10) gun damage.
Cannon. RangedWeapon Attack: +22 to hit, range 3000 ft., one target. Hit: 220 (20d20 + 10) cannon damage.
Nuke. Glassy shoots out a nuke to a place she really hates. The nuke arrives at that area after 1d4 rounds if it is more than 5 miles away, 1d4 rounds if more than one mile away, and at the end of the round if within 1 mile. The nuke then detonates into a 1 mile sphere. Everything in that area except for Glassy must make DC 35 Con Saving throws. On a failure, the creature dies and is vaporized into dust, and can’t be brought back to life unless the wish spell is cast. On a success, the creature takes 315 (30d20) nuke damage. If this damage reduces the creature to 0 hit points, it suffers the same effects as failing the saving throw.
Punching a god. In response to a deity or something like that insulting The Glass Cannon God, Glassy punches them really really hard, knocking their hp in half (or to one hp if the god has less than 500 hit points for whatever reason).
Glassy can take 10 legendary actions, choosing from the options below. You know how the rest of this stuff works.
Gun. Glassy makes a gun attack.
Cannon (Costs 2 Actions). Glassy makes a cannon attack..
Nuke (Costs 3 Actions). Glassy uses Nuke.
Divine Fear (Costs 5 Actions). Glassy targets up to 10 celestials, dragons, fey, or fiends, in any combination within 300 ft of her. They must succeed on DC 45 Wis saving throws or be banished back to their home realms or to the astral plane if they are in their home realm. While banished, a creature can’t travel or communicate beyond the realm it’s been banished to. Every 10 years, a creature can repeat the saving throw, ending the effect on itself on a succes.
Description
Among mortals, gods seem like unstoppable, all knowing, all powerful beings. Because of this, there is a common misconception that gods have nothing to fear. And while many gods would want to keep that lie going, it is the farthest thing from the truth. Gods fear many things, death, fading into obscurity, having their secrets revealed, but one thing that might shock many mortals is their fear of each other. Because of how most deities portray themselves, their followers often believe that they are at the top of the hierarchy; the strongest or at least most prominent god in the multiverse. But that is almost never true, and even with a god that could make that claim, they still fear the exiled one the true ruler of the gods, the only one who could take them all out easily:
the Glassy cannon.
but seriously, none of the gods actually have the guts to try to attack me- I mean, her, thanks to her super awesome power to turn back attacks and nuke stuff! Sure, I can be killed in one hit, but really, who can actually pull that off? I got the best stats (ignore the con) the best AC, the best Spellcasting, I mean really there is no one in existence that can touch me. Um, I mean her. Whoops.
Lair and Lair Actions
Idk you step on something sharp lol
Previous Versions
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12/16/2024 9:17:56 PM
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108
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8
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7/3/2025 8:00:44 PM
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410
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17
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Coming Soon
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1/7/2026 4:39:31 AM
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956
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16
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Coming Soon
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Posted Mar 12, 2026It only has a fly speed of 10 million
could be faster ngl
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Posted Mar 12, 2026Actually its 1 billion but you're right
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Posted Mar 16, 2026How is this guy even able to defeat?
Tiamat is trembling right now.
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Posted Mar 25, 2026use Graze weapons, they can still kill her even on a miss
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Posted Mar 26, 2026also is anyone gonna discuss the fact that this creature went from 2nd-person to 1st-person near the end of the description
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Posted Mar 28, 2026Tip: Give Glassy more reactions than one a round and make them impossible to surprise. It would make it practically unkillable. Currently, a wizard with counterspell and magic missile can beat them. Since truesight doesn't work on hidden creatures, the wizard can hide until they get close enough, then cast magic missile and surprise them, which ends the fight. Since they are a divination wizard and presumably has analysed their opponent enough to pick an opportune day, they can simply force the roll against the damage to be a one on the the first missile that hits. Alternatively, the wizard can upcast the missiles and hope for a naturally occuring nat one. Or, if the wizard is a chronurgy wizard, they can force a failure with their 14th level ability. Let's, however, say that they are in initiative already. The wizard hides at a distance, then releases a bunch of summons from Glyphs of Wardings that act as distractions before sneaking up. Following Glassy's turn, the wizard acts by appearing and casting magic missile. When Glassy then uses shield, the wizard counterspells shield and hits with all three attacks. Divination/Chronurgy shenanigans then ensue, and the battle is over. But with extra reactions a round and immunity to surprise, Glassy will truly be nigh unstoppable.
Edit: Well, I'll be damned. Should have read the statblock better. Well, there are other ways to win, but not without pulling some extremely niche bullshit that I don't have the energy to explain.
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Posted Mar 30, 2026yea i should add immunity to surprise really
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Posted Apr 13, 2026WDYM, ME/I?? Are YYOOUU the Glass Cannon God??
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Posted Apr 16, 2026If you--I mean, this thing, is so powerful, why not kill all the gods and turn the multiverse into a little ball for playing soccer? How in the Nine Hells did you--I mean, Glassy, get exiled? What can possibly defeat you / Glassy?
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Posted Apr 16, 2026wizard in etherial plane :<