| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 26 | +8 | +8 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 29 | +9 | +9 |
| WIS | 25 | +7 | +16 |
| CHA | 30 | +10 | +19 |
God of Destruction (1/Day). When Thazrudin is reduces to 0 Hit Points, he recovers to full health and unlocks access to Mythic Actions. In exchange, all attacks made against him are guarenteed Critical Hits.
Legendary Resistance (6/Day). When Tharizdun fails a Saving Throw, he can choose to succeed instead.
Enhanced Magic Resistance. Thazrudin has Advantage on Saving Throws against spells and other magical effects and spell attack rolls have Disadvantage against him.
Incorporeal State. Thazrudin can move through solid objects and other creatures as if they were Difficult Terrain. Whenever Thazrudin passes through a creature in this way, they take 68 Force damage (occurs once per turn). If Thazrudin ends his turn in an object, he takes 99 Force damage.
Form of Darkness. For every 30 ft. that Thazrudin moves, he can cast the Maddening Darkness spell centered on himself without requiring Concentration. He is immune to all the effects of the spell.
Maddened Mastermind. Thazrudin can Concentrate on up to 3 different spells as a time, and he looses Concentration only if he takes over 60 damage in a single turn. While Concentrating in this way, any other creature that casts a spell within 60 ft. of Thazrudin must succeed a DC 27 Intelligence Saving Throw or take 30 Psychic damage and suffer a form of Short-Term Madness.
Aura of Annihilation. All creatures that start their turn within 60 ft. of Thazrudin have their Hit Point maximum reduced by 30.
Terrifying Presence. All creatures that start their turn within 60 ft. Thazrudin must succeed a DC 27 Wisdom Saving Throw or become Frightened until the end of Thazrudin's next turn. The creature(s) can repeat the save, ending the condition on a success.
Reality Distortion. Thazrudin can partially bend reality to his will. He has an amount of Bonus Actions and Reactions equal to the amount of creatures within 60 ft. of him (maximum of 6).
Soul Destroyer. Whenever Thazrudin reduces a creature to 0 Hit Points, he devours their soul, regaining Hit Points equal to their Hit Point maximum and gaining an additional Action on his turn (this can occur up to 3 times in a round).
Regeneration. Thazrudin regains 30 Hit Points at the start of each of his turns.
Multiattack. Thazrudin uses Gaze of Elemental Evil, Chains of Oblivion, or Maddening Blast. He then makes four attacks using Corrupting Tendril and Eldritch Ray in any combination of his choice, following by three uses of Supreme Spellcasting.
Corrupting Tendril. Melee Attack Roll: +22 to hit, reach 30 ft., one target. Hit: 52 Necrotic damage, the target's Hit Point maximum decreases by 41, and they are Grappled by Thazrudin (escape DC 30). While Grappled, the target is also Restrained, taking 66 Necrotic damage at the start of each turn.
Eldritch Ray. Ranged Attack Roll: +22 to hit, range 300 ft., up to 3 targets. Hit: 77 Force damage plus 33 Necrotic damage. This attack deals double damage against Frightened targets.
Gaze of Elemental Evil. Thazrudin temporarily manifests the form of the Elder Elemental Eye. One creature within 160 ft. that he can see must make a DC 30 Constitution Saving Throw or take 86 Acid, Cold, Fire, or Lightning damage and the target is Frightened until the end of Thazrudin's next turn. The target takes half damage only on a success
Chains of Oblivion. DC 30 Strength Saving Throw: Up to 3 targets within 150 ft. Fail: 52 Force damage and the target(s) are Restrained. While Restrained, they receive Vulnerability to all damage. The target(s) can repeat the save, ending these effects on a success.
Maddening Blast. DC 30 Intelligence Saving Throw: All creatures within a 300 ft. cone originating from Thazrudin. Fail: 208 Psychic damage and the creature(s) suffer a form of Long-Term Madness. If they rolled a 10 or lower on the save, they are also Stunned until the start of Thazrudin's next turn.
Supreme Spellcasting. Thazrudin can cast the following spells below, using Charisma as his spellcasting ability (Spell Save DC: 27, +19 to hit on Spell Attack Rolls). He also ignores any components that the spells would normally require.
At-Will: Hold Monster, Telekinesis, Maddening Darkness, Symbol, Slow (8th level version)
3/Day Each: Dominate Monster, Reverse Gravity, Feeblemind, Befuddlement, Banishment (8th level version)
1/Day Each: Time Stop, Power Word Kill, Psychic Scream, Meteor Swarm
Dreadful Teleport. Thazrudin teleports to any unoccupied space within 120 ft. All creatures within 30 ft. of Thazrudin after he teleports, takes 27 Psychic damage.
Eldritch Aspect (3/Day). Thazrudin enters a supernatural, otherworldly state for 1 turn. During this time, whenever Thazrudin deals damage to a creature, that creature must succeed a DC 27 Wisdom Saving Throw or suffer a form of Indefinite Madness.
Servants of Chaos (1/Day). Thazrudin summons up to 10 Demons, Fiend Cultists, or Elementals whose combined Hit Point maximum does not exceed 600. These creatures directly obey Thazrudin's commands. If they refuse to obey an order, then they instantly die and are subjected to Thazrudin's Soul Destroyer trait.
Unholy Rebuke. Trigger: A creature deals damage to Thazrudin. Response: Thazrudin teleports to any unoccupied space within 60 ft. and casts Maddening Darkness four times, centered on different areas within range (this does not use Concentration).
Whispers of Eldritch Incantation. Trigger: A creature casts a spell within 300 ft. of Thazrudin. Response: Thazrudin whispers a curse in the ancient, vile speech of evil. That creature must succeed a DC 27 Intelligence Saving Throw or take 34 Psychic damage and acquire a form of Short-Term Madness.
Thazrudin has 3 Legendary Actions choosing out of the following actions below. He can use a Legendary Action at the end of another creature's turn (this does not count as a Reaction) and he regains all expended Legendary Actions at the start of his next turn.
Word of Impending Doom (Costs 3 Actions). Thazrudin utters a fell word that defies life itself. He casts Power Word Kill on up to 6 targets he can see as a cantrip.
Disrupt Life Essence (Costs 2 Actions). All creatures within 60 ft. of Thazrudin must succeed a DC 27 Constitution Saving Throw or take 64 Necrotic damage. Thazrudin regains Hit Points equal to the total amount of damage he dealt to each creature. Targets take half damage on a successful save.
Vengeful Strike. Thazrudin makes a Corrupting Tendril or Eldritch Ray attack.
After activating his God of Destruction trait, Thazrudin unlocks the following Mythic Actions below, which act as Legendary Actions.
Hurl through Existence. One creature of Thazrudin's choice must succeed a DC 40 Strength Saving Throw or be hurled through all the Planes of Existence, ripping through space and time. That creature takes 505 Force damage and is Incapacitated for 2 turns. If the creature survives, then they start their turn within 5 ft. of Thazrudin.
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Posted Jun 20, 2026Do note that while this is overpowered, Thazrudin is a god that managed to fight all the other deities of Greyhawk single-handedly on equal-footing. If you want to run this for a campaign (for some reason), your players should be immeasurably overpowered
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Posted Jun 26, 2026I appreciate you for building this!! Is it okay if I use it as a base for my end campaign?
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Posted Jul 6, 2026Sure! As long as you provide credit. I am glad that you find this stat block useful.