Huge Celestial, Typically Chaotic Evil
AC 25 Divine Armour    Initiative +5 (15)
HP 615 (30d20 + 300)
Speed 50 ft., Fly 90 ft.
Mod Save
STR 30 +10 +19
DEX 20 +5 +5
CON 30 +10 +19
Mod Save
INT 18 +4 +4
WIS 22 +6 +15
CHA 26 +8 +17
Skills Athletics +19, Intimidation +19, Perception +15, Survival +15
Immunities Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 120 feet; Passive Perception 25
Languages All, Telepathy 120 feet
CR 30 (XP 155,000; PB +9)
Traits

 The Storm King
Talos’s lightning and thunder damage ignores resistance. Characters with immunity to lightning or thunder damage take half damage instead. Additionally, thunder damage dealt by Talos shatters all nonmagical structures and cover within 60 feet.

 

Limited Divine Immunity
Unless he wishes to be affected, Talos is immune to spells of 6th level or lower. He has advantage on saving throws against all other magical effects.
 
Static Conduction
When a creature hits Talos with a melee weapon attack, it must succeed on a DC 27 Dexterity saving throw or take 14 (4d6) lightning damage. If the attacker is wearing armor made of metal, the saving throw is made with disadvantage.
 
Divine Restoration                                                                                                                    When Talos dies, he smiles with contempt as his worst dream has come to pass, a mere mortal has defeated him. His almighty form shudders and crumbles. After 1d20 days, he reappears at full strength (Albeit with diminished confidence) and is unable to leave his domain for 1d100 years, but he still plots revenge against those who laid him low.
 
The Great Destruction (Mythic Trait; Recharges after a Short or Long Rest)
When Talos is reduced to 0 hit points, he doesn't die. Instead, he laughs as an infinite thunderstorm erupts around him. He immediately regains 615 hit points, his flying speed increases to 120 feet, and areas within 300 feet of him are heavily obscured by torrential rain.
 
Legendary Resistance (5/Day)
If Talos fails a saving throw, he can choose to succeed instead.
Actions
Multiattack
Talos makes three attacks: one with his Lightning Strike and two with his Staff of Winds.
 
Lightning Strike
Ranged Spell Attack: +17 to hit, range 150 feet, one target. Hit: 36 (4d12 + 10) lightning damage. The target must succeed on a DC 27 Constitution saving throw or be Blinded until the end of its next turn
 
Staff of Winds
Melee Weapon Attack: +19 to hit, reach 10 feet, one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 22 (4d10) thunder damage. The target must succeed on a DC 27 Strength saving throw or be knocked prone and pushed 20 feet away.
 
Apocalyptic Tempest (Recharge 5–6)
Talos calls down an absolute hurricane in a 90-foot radius centered on himself. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 44 (8d10) lightning damage and 44 (8d10) thunder damage, and is Deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened.
Legendary Actions
Talos can take 3 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. Talos regains spent legendary actions at the start of his turn.
 
Thunderstep: Talos teleports up to 90 feet to an unoccupied space he can see. Each creature within 10 feet of his departure point must succeed on a DC 27 Constitution saving throw or take 18 (4d8) thunder damage.
 
Staff of Winds: Talos makes one Staff of Winds attack.
 
Gale Force (Costs 2 Actions): Talos creates a blast of wind targeting one creature within 60 feet. The target must succeed on a DC 27 Strength saving throw or be flung 40 feet into the air, taking falling damage when they land, and landing prone.
     
    Mythic Actions
    If Talos’s The Great Destruction trait has activated in the last hour, he can use the options below as legendary actions.
     
    Lightning Rod (Costs 2 Actions): Talos targets a creature knocked prone by his Staff of Winds or Gale Force. A massive lightning strike hits them. The target must succeed on a DC 27 Constitution saving throw or take 44 (8d10) lightning damage and be Stunned until the end of Talos’s next turn.
     
    Might of the Storm Lord (Costs 3 Actions): Talos points his staff at a location he can see within 150 feet, calling down a massive, swirling 90-foot-radius cylinder of gathering lightning and vacuum pressure. At the start of Talos's next turn, the sky rips open. Any creature remaining in that area must make a DC 27 Constitution saving throw, taking 65 (10d12) bludgeoning damage and 65 (10d12) thunder damage on a failed save, or half as much on a success.
       

      Description

      "Talos can see nothing but a world that must be destroyed."
       
       — Mystra
       
      A being of absolute destruction, Talos seeks only to hasten the ruin of all things, including the gods. He has spent eons plotting and forming a council of lesser deities to work by his side, he has called this council "The Gods of Fury". He primarily manifests as a whispy bearded man clad in armour and wreathed in storms, he often adopts this form whilst sowing mayhem across the many worlds of the material plane. 

      Lair and Lair Actions

       

      Talos frequents the Towers of Ruin in Pandemonium, this dismal locale extends into the heavens and provides a brief respite from his fury. When encountered in his home, an anger that mortals might dare defy him steals over his body and he attacks, no introductions needed.

       

      On Initiative Count 20 (losing all initiative ties), Talos can take a lair action to cause one of the following effects. He cannot use the same effect two rounds in a row.

       

      Overflowing Rage
      A torrential wave of muddy water and debris sweeps across a 30-foot-wide, 100-foot-long line on the ground within the lair. Each creature in that area must succeed on a DC 25 Strength saving throw or take 22 (4d10) bludgeoning damage, be knocked prone, and be pushed 30 feet along the path of the wave. The area then becomes difficult terrain until initiative count 20 on the next round.

       

      Howls of Fury
      The atmospheric pressure drops violently, and a deafening crack of thunder echoes through the lair. Every creature within 120 feet of Talos must succeed on a DC 25 Constitution saving throw or take 14 (4d6) thunder damage and be Deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
       
      Shattering Shrapnel
      A bolt of lightning strikes a stone structure, pillar, or rocky outcropping within the lair, causing it to explode into jagged shards. Each creature within 20 feet of the target structure must make a DC 25 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one.
       

      Regional Effects

       

      Eye of the Storm: A permanent, inescapable hurricane-force whirlwind spirals outward from the Towers in a tight helix pattern. Any creatures who enter the winds are subjected to The Winds of Pandemonium  (See Dungeon Masters Guide) and gain 1 Level of Exhaustion.

       

      Divine Sanctuary: The Towers of Ruin overflow with divine energy, creating palpable, almost overwhelming sensations for any creatures  within. Any creatures who worship the Gods of Fury and their allies receive a Divine Blessing of the DM's choice upon entry. (See Dungeon Masters Guide) Also, upon entry to The Towers of Ruin, all creatures gain the effects of a Long Rest  (See Players Handbook).

       

       

      Previous Versions

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      7/10/2026 6:42:41 AM
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