Theft (Stealing Anything). Amon can steal anything whose "status" is not higher than his own—including time, distance, extraordinary abilities, thoughts, and even daylight. This is not magic; it is an authority of the Error Pathway. Once stolen, the item or concept belongs permanently to Amon unless he chooses to return it. He cannot steal from creatures of CR 25 or higher unless they are incapacitated.
Fate Trojan (Fate Manipulation). As a Sequence 2 "Fate Trojan," Amon can steal the fate of others. When he steals a creature's fate:
- He possesses everything that creature has: identity, memories, relationships, possessions.
- Others believe Amon isthat person (DC 30 Insight to disbelieve).
- The victim becomes a "Person Without Fate": invisible to all (including truesight), unable to be perceived by any means, and dies after 1d4 days as their connection to the world dissolves.
- Amon can also tamper with the fate of a location, causing any events there to go completely unnoticed (no save).
Parasitism (Plague-like Infection). Amon can parasitize any living being whose CR is not higher than his own (CR 30). He does not need to be present; he can parasitize through avatars, through touch, or even through the air. The parasitized creature:
- Becomes one of Amon's avatars, completely under his control.
- Instantly develops a monocle on their right eye.
- Allows Amon to perceive all their thoughts and senses.
- Can be "released" at any time, at which point the victim forgets everything and develops a permanent fondness for monocles.
Avatars (The All-Amon Referendum). Amon can create an unlimited number of avatars. Each avatar:
- Has its own consciousness and believes itself to be the "true" Amon.
- Has statistics of a CR 25 creature (if created from a "Worm of Time") or CR 20 (if parasitized from a lesser being).
- Can be created from insects, birds, microorganisms in the air—anything.
- If one Amon is discovered, there are at least a dozen more in the vicinity.
- When making decisions, the avatars may resort to voting ("The All-Amon Referendum").
Error Uniqueness (The Bug in Reality). Amon is the living embodiment of "Error"—the flaw in the laws of nature, the glitch in reality. He can:
- Deceive the laws of nature itself (e.g., making fire burn cold, making water flow upward).
- Make anything he touches become "wrong"—a sword becomes brittle, a spell becomes miscast, a lock becomes permanently jammed.
- Exploit loopholes in any system, including divine laws, magical contracts, and even the rules of the game.
Door Uniqueness (The Key to All Places). As a Dual-Pathway True God of Error and Door, Amon has also accommodated the Door Uniqueness. He can:
- Open any door, any lock, any barrier, any dimensional boundary.
- Walk through walls, through planar boundaries, through the fabric of reality itself.
- Teleport anywhere, across any distance, even between dimensions and timelines.
Immortality (The Worm of Time). Amon was born as a Sequence 1 "Worm of Time." He cannot die by conventional means. If his main body is destroyed:
- He immediately transfers consciousness to one of his avatars (which is everywhere).
- He reforms fully in 1d10 days.
- The only way to permanently kill him is to destroy everyavatar and every Worm of Time simultaneously—a feat requiring intervention from a Great Old One or equivalent power.
Mythical Creature Form. When Amon reveals his true form as a Mythical Creature, any being with lesser or no godhood who perceives him must succeed on a DC 30 Wisdom saving throw or suffer:
- Madness(indefinite, long-term madness per DMG).
- Corruption(gain 1 level of exhaustion that cannot be removed except by divine intervention).
- Mind Manipulation(Amon can implant suggestions).
- Soul Manipulation(Amon can harvest pieces of their soul).
Innate Spellcasting . Amon's innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no components:
- At will: counterspell(at 9th level), dispel magic (at 9th level), dimension door, teleport, plane shift, time stop (1/day), foresight (self only, always active), true seeing (always active)
- 3/day each: wish(to replicate any spell of 8th level or lower), imprisonment (with no material components), feeblemind
- 1/day each: time ravage, gate
Multiattack. Amon makes three attacks: one with Monocle Gleam, one with Steal, and one with Parasitic Touch. He can replace any attack with a use of Time Theft or Distance Theft.
Monocle Gleam. Ranged Spell Attack: +19 to hit, range 300 ft., one target. Hit: 36 (6d8 + 10) psychic damage, and the target is blinded and deafened until the end of its next turn as reality glitches around them.
Steal. Amon chooses one creature within 120 feet. The target must succeed on a DC 30 Charisma saving throw. On a failure, Amon steals one of the following (his choice):
- Ability:The target loses one of its actions (e.g., Multiattack, a specific spell slot). Amon gains that action for 1 minute.
- Thought:The target loses a specific thought or memory. Amon instantly knows what was stolen.
- Time:The target loses 1d4 rounds of actions (they are stunned for that duration). Amon gains an extra turn immediately after his current turn.
- Distance:Amon instantly teleports up to 500 feet, ignoring all barriers, and the target's speed is reduced to 0 until the end of its next turn.
- Daylight:Amon extinguishes all light in a 1-mile radius for 1 hour. Only magical light of 9th level or higher can overcome this darkness.
Parasitic Touch. Melee Spell Attack: +19 to hit, reach 15 ft., one creature. Hit: 45 (8d10 + 10) necrotic damage, and the target is parasitized (see Traits). A parasitized creature is under Amon's control and cannot take actions unless Amon permits it. The effect can be ended by a wish spell, divine intervention, or by killing the host.
*Time Theft (Recharge 4-6).* Amon targets one creature within 120 feet. The target must succeed on a DC 30 Constitution saving throw or have its personal timeline stolen. The creature:
- Is frozen in time, unable to move, act, or perceive for 1 minute (no repeat save).
- Ages 10 years instantly (for flavor; mechanical effect: lose 1 level of exhaustion if any, but gain 1 level if already old).
- Amon gains a Time Charge(up to 3). He can spend a Time Charge to take an extra action on his turn.
*Distance Theft (Recharge 4-6).* Amon chooses one creature within 500 feet. The target must succeed on a DC 30 Dexterity saving throw or have the distance between them and Amon stolen. The target is instantly pulled adjacent to Amon, grappled (escape DC 30), and stunned until the end of its next turn.
Fate Theft (Recharge 6). Amon targets one creature within 300 feet. The target must succeed on a DC 30 Wisdom saving throw or have its fate stolen (see Fate Trojan trait). On a successful save, the target takes 70 (10d12) psychic damage and is frightened for 1 minute.
*Door of All Places (Recharge 5-6).* Amon opens a Door to anywhere. He can:
- Teleport himself and up to 10 willing creatures to any location in the multiverse.
- Open a 60-foot-wide portal that remains for 1 minute, allowing travel both ways.
- Banish one creature within 60 feet to a random plane of existence (DC 30 Charisma save negates).
*Blasphemer's Gaze (1/Day).* Amon reveals a fraction of his Mythical Creature Form. Each creature of his choice within 300 feet must make a DC 30 Wisdom saving throw. On a failure, a creature:
- Takes 99 (18d10) psychic damage.
- Gains long-term madness(DMG).
- Is dominatedby Amon for 1 minute (no additional save).
- Has one of its abilities stolen permanently (Amon gains that ability permanently).
Amon 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. Amon regains spent legendary actions at the start of his turn.
- Monocle Adjust.Amon makes a Monocle Gleam attack.
- Steal Thought (Costs 2 Actions).Amon uses Steal, targeting a thought.
- Avatar Shift (Costs 2 Actions).Amon swaps places with one of his avatars anywhere on the same plane. The avatar takes his place, and he appears in the avatar's location.
- Parasitic Transfer (Costs 3 Actions).Amon transfers his consciousness to a parasitized creature within 1 mile, instantly abandoning his previous body. The old body collapses into a Worm of Time (CR 20) that acts on its own initiative.
- Error in Reality (Costs 3 Actions).Amon exploits a "bug" in the laws of physics. He chooses one of the following effects:
- Gravity reverses in a 300-foot radius for 1 minute.
- All magical effects in a 300-foot radius are dispelled (as dispel magicat 9th level).
- One creature's attack or spell is "deceived": it targets a random creature within range instead.
- Amon becomes immune to all damage until the start of his next turn.
- The All-Amon Referendum (Costs 5 Actions).Amon summons 1d4+2 avatars (each CR 25) in unoccupied spaces within 120 feet. They act immediately after Amon's turn and follow his commands.
If Amon is reduced to 0 hit points, he immediately uses Avatar Shift to transfer to one of his avatars (which is always somewhere). His original body crumbles into a swarm of Worms of Time (use statistics of a Sibriex but with time-based abilities). This counts as his mythic trait
Description
Amon, presents himself with an appearance that is deceptively unremarkable at first glance. He resembles a young man, bearing black eyes and curly black hair that frame a broad forehead and a thin, almost scholarly face. Yet this ordinary facade is sharply contrasted by the peculiar details that define him: a crystal monocle perpetually hanging over his right eye, and a black pointed hat that lends him an air of eccentric refinement. These features, subtle yet distinctive, become inseparable from his identity—symbols of both observation and manipulation, as if he is constantly watching, calculating, and playing.
Beneath this composed exterior lies a personality that is profoundly detached from conventional morality. Amon is not driven by principles, nor bound by ethical constructs; instead, he is a pure seeker of amusement and stimulation. To him, the world is a stage, and every living being merely a prop within his endless game. Humans, in particular, hold no greater significance than insects in his perception. They are toys—objects to be explored, deceived, and discarded at will. His interactions are rarely born of necessity; more often, they stem from curiosity or the desire to entertain himself. He teases, provokes, and manipulates others not out of malice, but because he finds joy in the act itself.
Deception is Amon’s preferred instrument. Rather than relying on brute force, he excels in fraud, rhetoric, and psychological manipulation. His words carry an almost hypnotic persuasiveness, capable of distorting perception and leading others into carefully constructed traps. Violence, to him, is inefficient and inelegant; why destroy directly when one can unravel an opponent from within? This approach reflects both his intelligence and his nature as a trickster—someone who thrives not on domination through strength, but on control through illusion.
What makes Amon truly terrifying, however, is his omnipresent nature. He is never alone. Encountering a single Amon is merely an illusion; in reality, there are always more—hidden within insects, birds, or even the very companions one trusts. He operates through parasitic avatars, spreading his presence across multiple vessels simultaneously. This renders any confrontation inherently unstable, as the enemy is not a singular entity but a network of selves, each capable of acting independently while remaining part of a unified consciousness.
In combat, Amon does not behave like a conventional adversary. He does not prioritize dealing damage; instead, his first instinct is always to steal. Time, thoughts, abilities, distance—these are his true weapons. He can immobilize opponents by taking their time, strip them of their most powerful resources, and even peer into their minds to uncover strategies before they are executed. Most dangerously, he can steal fate itself. A victim deprived of their fate is effectively erased, leaving their allies with only one desperate option: to venture into Amon’s domain or bargain with higher powers in hopes of reclaiming what was lost.
Amon’s survivability further elevates him beyond the realm of ordinary threats. When overwhelmed, he summons additional avatars; when endangered, he simply exchanges places with another version of himself elsewhere. If cornered, he may even infest an opponent directly, turning them into his next vessel. Every scenario has been anticipated, every outcome prepared for. He does not merely react—he orchestrates. Escape is not a contingency plan for Amon; it is an inherent part of his existence.
Despite all this, Amon is not invincible in the traditional sense. His greatest weakness lies in his very nature. As a trickster, he relies on wit, misdirection, and layered schemes. Direct, overwhelming force—delivered swiftly and without hesitation—can disrupt his ability to respond. However, even this is far from a true solution. Amon’s immortality ensures that as long as even one avatar persists, he cannot be permanently destroyed. To truly eliminate him would require the eradication of every manifestation of his existence—a task so immense that it transcends a single battle and becomes an entire campaign in itself.
Ultimately, to understand Amon is to understand that he does not operate on hatred, anger, or even ambition. He is something far more unsettling. He is amused. Every encounter, every conflict, every life he touches is simply part of an elaborate game. He may offer deals in the midst of battle, propose bargains when victory seems within reach, or pause to observe purely out of curiosity. This genuine fascination with mortals—paired with his complete detachment from their value—is precisely what makes him so dangerous.
Lair and Lair Actions
LAIR ACTIONS
When fighting in a location that Amon has parasitized or claimed (such as a city he has infiltrated, a library he has corrupted, or a clock tower he has made his seat), on initiative count 20 (losing initiative ties), Amon takes a lair action to cause one of the following effects:
- Stolen Time:One creature of Amon's choice within 300 feet loses its action and bonus action this turn. Amon gains an extra action on his next turn.
- Stolen Distance:The battlefield warps. All creatures of Amon's choice within 300 feet are rearranged: he chooses where each one ends up (within the same area).
- Stolen Light:All light sources within 300 feet are extinguished. The area becomes magical darkness for 1 round.
- Parasitic Awakening:1d4 creatures within 300 feet that were previously parasitized (but released) suddenly revert, becoming Amon's avatars for 1 minute.
REGIONAL EFFECTS
The region where Amon has established a presence (a city, a country, or even an entire continent) is warped by his influence:
- Monocle Obsession.People in the region have a strange fascination with monocles. Street vendors sell them; nobles wear them; even beggars fashion them from scraps. A DC 20 Insight check reveals this is unnatural.
- Stolen Moments.Clocks malfunction. Time passes strangely: an hour may feel like a minute, or a minute may feel like an hour. Travel times are unpredictable.
- The Invisible Ones.Occasionally, people simply... disappear. Not kidnapped—erased. Their friends remember them, but no one can find them. They have become Persons Without Fate, wandering the world unseen until they die.
- Parasitic Spread.Insects and birds sometimes wear tiny monocles. They watch. They wait.
If Amon is defeated (i.e., all avatars destroyed and his main body permanently sealed), these effects fade over 1d10 years
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