| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +17 |
| DEX | 22 | +6 | +15 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +7 |
| WIS | 18 | +4 | +13 |
| CHA | 30 | +10 | +19 |
Divine Resilience (3/Day; 4/Day in Domain). If Aetherion fails a saving throw, he can choose to succeed instead.
Wrathful Presence. At the start of each of Aetherion’s turns, creatures of his choice within 30 feet must succeed on a DC 24 Wisdom saving throw or be panicked until the end of their next turn. While panicked, a creature has disadvantage on attack rolls and ability checks and takes 21 (6d6) psychic damage at the start of its turn.
Imprisoning Aura. Aetherion emits a 40-foot aura of constricting energy. A creature that ends its turn in the aura must succeed on a DC 24 Constitution saving throw or be restrained until the end of its next turn.
Chains of Inevitability. A creature restrained by Aetherion takes 14 (4d6) psychic damage at the start of its turn and can’t benefit from bonuses to its speed.
Shattered Warden. When Aetherion is reduced to 0 hit points, he doesn’t die. Instead: All restraints and conditions on creatures end. The battlefield fractures with celestial chains and collapsing space. Aetherion regains 390 hit points. His auras expand and his power becomes unstable.
Multiattack. Aetherion makes three attacks: two Ethereal Chain attacks and one Siphonic Gaze.
Ethereal Chain. Melee Attack Roll: +19, reach 15 ft.; one target. Hit: 38 (5d10 + 8) slashing damage plus 18 (4d8) force damage. The target must succeed on a DC 24 Strength saving throw or be restrained until the end of Aetherion’s next turn.
Siphonic Gaze. Ranged Attack Roll: +17, range 120 ft.; one target. Hit: 44 (6d10 + 10) psychic damage. Aetherion regains hit points equal to half the damage dealt. The target must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.
Celestial Imprisonment (Recharge 5–6). Aetherion targets one creature he can see within 60 feet. The target must succeed on a DC 24 Charisma saving throw or be banished into a pocket prison until the end of its next turn. While imprisoned, the creature is incapacitated and can’t affect or be affected by anything outside the prison. When it returns, it takes 27 (6d8) psychic damage.
Gravitic Bind. Aetherion targets one creature he can see within 60 feet that isn’t restrained. The target must succeed on a DC 24 Strength saving throw or be pulled up to 20 feet toward Aetherion and become restrained until the end of its next turn.
Aetherion can take 4 legendary actions (5 in his Domain), choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. Aetherion regains spent legendary actions at the start of his turn.
Chain Lash. Aetherion makes one Ethereal Chain attack.
Spectral Shackle. One creature Aetherion can see within 60 feet must succeed on a DC 24 Dexterity saving throw or be restrained until the end of its next turn.
Siphon Pulse (Costs 2 Actions). Each restrained creature of Aetherion’s choice within 60 feet takes 21 (6d6) psychic damage, and Aetherion regains hit points equal to the total damage dealt.
Reality Rend (Costs 3 Actions). Aetherion tears open space in a 60-foot-radius sphere centered on a point he can see within 120 feet. Each creature in that area must make a DC 25 Intelligence saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one.
These replace or augment his Legendary Actions.
Chain Cataclysm (Costs 2 Actions). Aetherion detonates spectral chains across the battlefield. All creatures of his choice within 120 ft. must make a DC 24 Dexterity saving throw. On failure: Take 27 (6d8) force damage and Become restrained until the end of their next turn. On success: Half damage, no restraint
Prison Collapse (Costs 3 Actions). Aetherion compresses reality around a creature he can see within 120 ft. Target must make a DC 24 Constitution saving throw. On failure: Takes 45 (10d8) force damage and Is incapacitated until the end of its next turn. On success: Half damage.
Absolute Containment (Costs 4 Actions). Aetherion creates a massive prison field centered on himself (40 ft. radius). Until the end of his next turn: The area becomes difficult terrain and Creatures can’t teleport or leave the area willingly. Any creature that attempts to leave takes 22 (4d10) force damage.
Description
Aetherion does not enter a space.
He overwrites it.
At first, he appears almost humanoid—tall, armored, radiant in a way that suggests divine origin. His obsidian plate gleams with a dark, mirror-like sheen, drinking in light rather than reflecting it. From within its seams, faint cerulean radiance leaks outward like something struggling to escape containment.
But the longer one looks, the less stable that form becomes.
His silhouette fractures at the edges. His limbs seem bound by unseen forces. Chains—vast, spectral, and impossibly intricate—coil through and around him, phasing in and out of reality. Some are taut, pulled toward unseen anchors. Others drift, as though suspended in a void that exists just beyond perception.
His eyes burn with a cold, brilliant blue—not with rage, but with awareness.
Not of who you are.
But of where you will fail.
The space around him distorts subtly:
- Sound dulls
- Movement feels heavier
- Distance becomes uncertain
It is not fear that grips those who face him.
It is the realization that something fundamental has changed:
You are no longer fighting a being.
You are inside a system designed to contain you.
🧠 Divine Nature
Aetherion was not created to destroy.
He was created to hold.
To confine what could not be killed.
To contain what could not be understood.
To impose structure on forces that defied reality itself.
He was the Warden of Carceri, the architect of its prisons, the final authority over those deemed too dangerous for existence beyond its boundaries.
And for a time, he fulfilled that role perfectly.
But Carceri is not a passive realm.
It does not simply contain chaos—it breathes it.
Over centuries, Aetherion did not fall in the traditional sense. He was not corrupted by temptation or pride.
He was reshaped by proximity.
He began to understand something that no other celestial had accepted:
That imprisonment is not a state.
It is a process.
🌑 The Bound Warden
Aetherion now rules not as a fallen guardian, but as something far more unsettling:
⚖️ A being who believes that all things must eventually be contained.
To him:
- Freedom is instability
- Motion is potential escape
- Resistance is disorder
And disorder must be corrected.
He does not seek to destroy his enemies.
He seeks to remove their ability to matter.
🧬 His Chains
The chains that define Aetherion are not weapons.
They are manifestations of law imposed upon chaos.
Each chain represents:
- a broken will
- a sealed reality
- a failure to escape
They do not simply bind bodies—they bind:
- movement
- thought
- possibility
To be caught in Aetherion’s chains is not to be restrained.
It is to be reduced.
🌌 Carceri Under His Rule
Under Aetherion’s dominion, Carceri has changed.
It is no longer just a prison plane.
It is a self-correcting system of confinement.
- Layers shift to prevent escape
- Paths loop endlessly
- Boundaries reinforce themselves
- Reality closes around instability
Creatures within Carceri do not simply fail to escape.
They begin to lose the concept of escape entirely.
🧍 Interaction with Mortals
When Aetherion takes a humanoid form, it is not to hide—it is to observe instability at a smaller scale.
He studies:
- rebellion
- conflict
- desperation
Not with curiosity—but with intent.
He speaks rarely, but when he does, his words are precise:
“You mistake movement for freedom.”
“You mistake resistance for choice.”
“You mistake survival for escape.”
To him, mortals are not enemies.
They are systems that have not yet failed.
Lair and Lair Actions
Aetherion’s domain is not a fixed location—it is a self-reconfiguring prison-reality, a layer of Carceri shaped entirely by his will.
At first glance, it appears as a vast expanse of broken stone, floating islands, and shattered architecture suspended in a void of dim crimson light. Massive chains stretch endlessly between structures, anchoring fragments of reality together. Some drift slowly. Others remain unnervingly still.
But the longer one remains, the more the truth reveals itself:
- Distances shift subtly
- Paths loop back on themselves
- Gravity bends without warning
- Sounds echo from impossible directions
There are no true exits—only perceived ones.
The sky above is a fractured expanse, streaked with glowing cracks of pale cerulean energy. Occasionally, massive spectral chains descend from nowhere, embedding themselves into the ground or wrapping around structures, as if reality itself is being reinforced.
Every creature within the domain feels it:
The sense that escape is not merely difficult…
but fundamentally denied.
🧠 Domain Nature
Within this realm:
- Movement is allowed—but controlled
- Resistance is possible—but punished
- Escape is conceptually unstable
Wounded creatures feel weaker.
Strong creatures feel slowed.
And those who struggle… are noticed.
⚖️ Domain Effects (Always Active)
Unyielding Confinement
Creatures can’t benefit from teleportation or planar travel unless Aetherion allows it.
Weight of Imprisonment
Creatures of Aetherion’s choice have disadvantage on saving throws against being restrained or moved against their will.
Echoing Chains
Whenever a creature becomes restrained, it takes 10 (3d6) psychic damage.
🔥 Domain Actions (Initiative Count 20)
Aetherion can use one Domain Action at initiative count 20 (losing ties). He can’t use the same effect two rounds in a row.
🔗 Chain Manifestation
Massive spectral chains erupt from the environment.
- Up to 3 creatures Aetherion can see must succeed on a DC 24 Dexterity saving throw or be:
- Restrained until the end of their next turn
- Pulled up to 30 ft. toward a point Aetherion chooses
🌌 Spatial Collapse
Reality folds inward in a 40-foot-radius sphere centered on a point Aetherion can see.
- Creatures in the area must make a DC 24 Strength saving throw
- On failure:
- Pulled to the center
- Knocked prone
- Take 22 (4d10) force damage
⚖️ Prison Shift
The terrain rearranges instantly.
- Aetherion chooses up to three 20-foot cubes:
- Become walls of force-like barriers until next round
- Block movement and line of sight
👉 This creates dynamic battlefield cages
🩸 Vitality Seizure
Aetherion draws energy from weakened creatures.
- Each creature of his choice below half HP:
- Takes 21 (6d6) necrotic damage
- Aetherion regains hit points equal to the total damage dealt
🌑 False Escape
A rift appears, promising escape.
- One creature must succeed on a DC 24 Wisdom saving throw or:
- Use its reaction to move toward the rift
- On reaching it, take 27 (6d8) psychic damage and fall prone
👉 Psychological manipulation + positioning trap
🌍 Regional Effects (Outside Direct Combat)
The region surrounding Aetherion’s domain (or where he manifests) is warped:
⚖️ Endless Paths
Travelers find themselves returning to the same locations repeatedly unless they succeed on a DC 18 Wisdom (Survival) check.
🔗 Phantom Restraint
Creatures occasionally feel invisible bindings:
- Disadvantage on first initiative roll in the region
🌌 Cracks in Reality
Spells involving teleportation or planar travel have a 25% chance to fail.
🩸 Lingering Fatigue
Creatures that finish a long rest regain only half their hit dice.
Previous Versions
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5/3/2026 9:11:46 AM
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6
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1
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Coming Soon
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