| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 22 | +6 | +6 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 29 | +9 | +18 |
| WIS | 26 | +8 | +17 |
| CHA | 30 | +10 | +10 |
God of Destruction (1/Day). When Thazrudin is reduced to 0 Hit Points, regains 600 Hit Points, recharges all uses of Legendary Resistance, and unlocks access to Mythic Actions.
Legendary Resistance (5/Day). When Thazrudin fails a Saving Throw, he can choose to succeed instead.
Eldritch Empowerment. Thazrudin's attacks deal an extra 22 (3d12) Psychic damage (included in the attack) and land guaranteed Critical Hits against creatures afflicted by Short-Term, Long-Term, or Indefinite Madness.
Maddening Curse. Whenever Thazrudin deals damage to a creature, that creature must succeed a DC 27 Wisdom Saving Throw or be afflicted by Maddening Curse, a unique condition applied only by Thazrudin. A creature who suffers Maddening Curse has their Armor Class reduced by 5, Vulnerability to Psychic damage, Disadvantage on all d20 rolls using Intelligence, Wisdom, and Charisma, and suffer a certain form of madness as determined by a d4 roll: 1. Short-Term Madness. 2. Long-Term Madness. 3. Indefinite Madness. 4. Reroll and pick both results, ignoring any repeats. At the start of its turn, a creature can repeat the save, ending these effects on a success. This affliction can be removed via a Remove Curse, Greater Restoration, Wish, or other similar spells of the DM's discretion.
Incorporeal State. Thazrudin can move through other creatures and solid objects as if passing through Difficult Terrain. Whenever he passes through another creature in this way, they take 28 (5d10) Force damage (occurs once per turn). If Thazrudin ends his turn in an object, that object takes 72 (10d10) Force damage.
Form of Darkness. For every 30 ft. that Thazrudin moves, he can cast the Maddening Darkness spell centered on himself without using an Action or requiring Concentration. He is immune to all the effects of the spell.
Abyssal Incarnate. Thazrudin's body is 300 ft. wide and 300 ft. tall. Thazrudin can choose to shrink or enlarge himself by an infinite amount. Creatures can leave and enter Thazrudin's space as if moving through Difficult Terrain. For every 5 ft. that they move in this way, they take 18 (5d6) Cold damage. Creatures that start or end their turn inside Thazrudin take 30 (8d6) Cold damage.
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 Psychic damage equal to twice the level of the spell cast, and suffers a certain for of madness as determined by a d4 roll: 1. Short-Term Madness. 2. Long-Term Madness. 3. Indefinite Madness. 4. Reroll and pick both results, ignoring any repeats.
Aura of Annihilation. The Chained God emits an ominous aura that drains the life from victims, suppressing their very existence. All creatures that end their turn within 60 ft. of Thazrudin must succeed a DC 27 Constitution Saving Throw or take 16 (2d10) Necrotic damage and have their Hit Point maximum reduced equal to half the Necrotic damage dealt.
Ruinous Pact. At the start of his turn, Thazrudin can take up to 800 damage to make his next attack deal extra Force damage equal to the damage taken. A creature cannot be reduced to 0 Hit Points through this damage.
Ruler of Chaos. Thazrudin is orbited by four shards of ultimate evil, each infused with a different element; Acid, Cold, Fire, and Lightning. Each shard is a Large construct with 30 Hit Points, 15 Armor Class, Immunities to Psychic and Poison damage, and immunity to all conditions. These shards grant Thazrudin immunity to their corresponding elemental damage type until destroyed, and allows him to cast the following spells as part of his Supreme Spellcasting trait.
Acid: Melf's Acid Arrow (7th level version), Vitriolic Sphere (8th level version)
Cold: Cone of Cold (7th level version), Ice Storm (8th level version)
Fire: Fireball (7th level version), Fire Storm
Lightning: Lightning Bolt (7th level version), Chain Lightning
When a shard is reduced to 0 Hit Points, Thazrudin's cannot deal damage of that shard's corresponding damage type. When all four shards are destroyed, then Thazrudin is incapable of using Elemental Catastrophe or Gaze of Elemental Evil. Lastly, if Thazrudin is reduced to 0 Hit Points, he can sacrifice one of his remaining shards to regain 100 Hit Points.
Terrifying Presence. All creatures that start their turn within 60 ft. of Thazrudin must succeed a DC 27 Wisdom Saving Throw or become Frightened for 1 minute. On a successful save, that creature is immune to being Frightened for the next 5 minutes.
Soul Destroyer. Whenever Thazrudin reduces a creature to 0 Hit Points, he regains Hit Points equal to that creature's Hit Point maximum, and gains an additional Action (maximum of 3 additional Actions). He also gains 1 Soul Charge, gaining a +1 bonus to all d20 rolls for each Soul Charge he has. He can expend 3 or more Soul Charges to empower his next attack, dealing an extra 10 Force damage per Soul Charge expended.
Fell Regeneration. Thazrudin regains 30 Hit Points at the start of each of his turns, unless he has taken Radiant damage in the last 1 minute.
Multiattack. Thazrudin uses Maddening Blast, Chains of Oblivion, Elemental Catastrophe, or Gaze of Elemental Evil. He then makes three attacks using Corrupting Grasp or Void Burst in any combination of his choice, followed by a use of Supreme Spellcasting or Absolute Oblivion.
Corrupting Grasp. Melee Attack Roll: +20 to hit, reach 30 ft., one target. Hit: 36 (4d12+10) Necrotic damage plus 22 (3d12) Psychic damage and the target is Grappled (escape DC 27). While Grappled, the target is also Restrained and must succeed a DC 27 Constitution Saving Throw at he end of each turn, or their Hit Point maximum is reduced by 20.
Void Burst. Melee or Ranged Attack Roll: +20 to hit, reach 30 ft. or range 300 ft., one target. Hit: 57 (6d10+20) Force damage plus 22 (3d12) Psychic damage and the target is pulled 200 ft. closer to Thazrudin. Hit or Miss: All creatures within 15 ft. of the initial target are knocked Prone.
Elemental Catastrophe. DC 27 Dexterity Saving Throw: All creatures within 300 ft. of Thazrudin. Fail: 46 (10d6) Acid, Cold, Fire, or Lightning damage (Thazrudin's choice) and creatures receive one of the following effects below according to the damage type:
Vile Corrosion. The affected creature takes 10 Acid damage at the start of its next turn and their Armor Class is reduced by 3.
Deathly Frost. The affected creature takes 10 Cold damage at the start of its next turn and their movement speed is halved.
Wrathful Flames. The affected creature takes 10 Fire damage at the start of its next turn and takes an extra 5 Fire damage for every 5 ft. they move.
Disastrous Shock. The affected creature takes 10 Lightning damage at the start of its next turn and cannot use Reactions.
Maddening Blast (Recharge 6). DC 27 Intelligence Saving Throw: All creatures within a 200 ft. cone originating from Thazrudin. Fail: 86 (16d8) Psychic damage and the creature(s) suffers a certain for of madness as determined by a d4 roll: 1. Short-Term Madness. 2. Long-Term Madness. 3. Indefinite Madness. 4. Reroll and pick both results, ignoring any repeats. If the affected creature(s) failed the save by a 5 or lower, then they are Stunned instead until the end of their next turn. Success: Half damage only.
Chains of Oblivion. DC 27 Strength Saving Throw: Up to 3 targets that Thazrudin can see within 120 ft. Fail: 33 (8d8) Force damage and the target(s) are Restrained. While Restrained, the affected creature must succeed a DC 27 Constitution Saving Throw at the start of each turn or their Hit Point maximum is reduced by 15 and they receive Vulnerability to one damage type of Thazrudin's choice. They can repeat the save at the start of each of their turns, ending these effects on a success.
Gaze of Elemental Evil. Thazrudin temporarily manifests the form of the Elder Elemental Eye, transforming into an incarnate of pure chaos and elemental destruction. DC 27 Wisdom Saving Throw: All creatures that can see Thazrudin. Fail: 66 (6d12+20) Acid, Cold, Fire, or Lightning damage (Thazrudin's choice) and the creature(s) receive the Frightened condition until the end of their next turn.
Absolute Oblivion (Recharge 6). All creatures of Thazrudin's choice within 300 ft. die instantly. Any creature that is of Lv. 20 or higher must instead roll a d20. On a 10 or higher, they are unaffected. On a 9 or lower, however, they immediately die.
Supreme Spellcasting. Thazrudin can cast all of the following spells below using Charisma as his spellcasting ability (Spell Save DC 27, +13 to Spell Attack Rolls) and requiring no Verbal, Material, or Somatic components.
At-Will: Hold Monster, Telekinesis, Maddening Darkness, Slow (6th level version), Chaos Bolt (9th level version)
3/Day Each: Dominate Monster, Reverse Gravity, Feeblemind, Beffudlement, Banishment (6th level version), Blight (7th level version)
1/Day Each: Disintegrate (8th level version), Abi-Dalzim's Horrid Wilting, Time Stop, Power Word Kill, Meteor Swarm, Psychic Scream
Dreadful Teleport. Thazrudin teleports to any unoccupied space within 120 ft. All creatures within 30 ft. of him after the teleport takes 37 (3d12+20) Psychic damage.
Mind Break. DC 27 Intelligence Saving Throw: All creatures within 300 ft. of Thazrudin that are afflicted by a form of Short-Term, Long-Term, or Indefinite Madness. Fail: 53 (10d6) Psychic damage and the target's Intelligence is reduced by 6 until the start of their next turn. Success: Half damage only.
Servants of Chaos (2/Day). Thazrudin summons up to 10 Demons, Elementals, Aberrant Cultists, or other creatures associated with the Chained God (DM's discretion) in any unoccupied areas within 120 ft. whose combined Hit Point maximum does not exceed 600 and each have a Challenge Rating of 22 or lower. These creatures have their own Initiative and directly obey Thazrudin's commands, attacking any who would dare get in the way of their praised deity.
Unholy Rebuke. Trigger: Thazrudin takes damage from another creature. Response: The attacker takes Necrotic damage equal to the damage dealt. Then, Thazrudin teleports to any unoccupied space within 120 ft. and casts Maddening Darkness four times centered on different points within range, without requiring Concentration.
Whispers of Eldritch Incantation. Trigger: A creature casts a spell within 120 ft. of Thazrudin. Response: That creature must succeed a DC 27 Intelligence Saving Throw or take 27 (30d10+10) Psychic damage and suffer a certain for of madness as determined by a d4 roll: 1. Short-Term Madness. 2. Long-Term Madness. 3. Indefinite Madness. 4. Reroll and pick both results, ignoring any repeats. Half damage only on a successful save.
Thazrudin has 3 Legendary Actions per round, choosing out out of the following options below, using one at the end of another creature's turn. He regains all spent Legendary Action uses at the start of his turn.
Word of Impending Doom (1/Day). Thazrudin casts a greatly amplified version of Power Word Kill targeting up to 3 creatures he can see (can only be used on creatures below 70 Hit Points instead of 100)
Wave of Obliteration. DC 27 Constitution Saving Throw: All creatures within 120 ft. of Thazrudin. Fail: 55 (10d10) Necrotic damage and the target's are pushed 20 ft. away while also receiving the Prone condition. Success: Half damage only.
Ascendant Aspect (Costs 2 Actions). Thazrudin enters a supernatural, otherworldly state until the end of his next turn. During this time, all creatures that start their turn within 60 ft. of Thazrudin must succeed a DC 27 Wisdom Saving Throw or become Frightened until the end of Thazrudin's next turn and receive Vulnerability to all damage while Frightened.
After activating Thazrudin's God of Destruction trait, he can use the following Legendary Actions below.
Hurl through Existence (Costs 3 Actions). DC 30 Strength Saving Throw: One creature that Thazrudin can see within 300 ft. Fail: 202 (20d12) Force damage, the target receives 2 Levels of Exahustion, and they suffer a certain form of madness as determined by a d4 roll: 1. Short-Term Madness. 2. Long-Term Madness. 3. Indefinite Madness. 4. Reroll and pick both results, ignoring any repeats. Success: Half damage only.
Shadow Rift. DC 30 Constitution Saving Throw: All creatures within a 60 ft. emanation centered on a point within 300 ft. Fail: 61 (9d8) Force damage and all creatures within the emanation are pulled 30 ft. towards its center. Creatures that start their turn at the center of the emanation must repeat the save or be pulled to a random Plane of Existence (Thazrudin's choice). Success: Half damage only.
Manifestation of Malice. Thazrudin creates a Death Zone, an area of corruption and enervating decay in a 150 ft. sphere centered on an area within 200 ft. of Thazrudin. The Death Zone lingers for 2 hours, and all creatures that start or end their turns inside take 39 (5d8+10) Necrotic damage and must make a DC 27 Constitution Saving Throw or receive 1 level of Exhaustion.
Description
Trapped deep within the realm of Voidharrow, Thazrudin the Chained God eternally plots escape from his unbreakable prison, seeking to seep corruption and malice throughout the world. Desiring to undo the entire universe and become the last existing entity, Thazrudin nearly reached his goals in annihilating reality, were it not for the combined, unified power of all the Gods to vanquish their common enemy, despite conflicting alignments in the divine pantheons. The influence of the Chained Oblivion, however, still lingers in the multiverse; his loyal followers and nihilistic cultists truly believe that all life must perish, and only when all succumbs to boundless darkness, then the world is finally pure. However, those subjects who blindly follow Thazrudin are lured by the devastating powers gifted as a reward for their loyalty, magic greater than mortals can comprehend. The Cult of Elemental Evil is the greatest source of worshippers, mortals who place their faith in the Elemental Elder Eye, unknowing that it is another identity of the Chained God.
While the followers of Thazrudin are forever bound to their faith and unwavering in the cause for universal calamity, few possess the mental capacities to serve under such an evil being, and so there are but few cultists who fight under the Chained God's dreaded name, which has been shrouded in mystery ever since the Dawn War. Since worshippers are such a contributing factor in a deity's strength, it goes to show that if Thazrudin had more subjects to draw power from, all Planes of Existence would already be completely destroyed.
As for appearance, Thazrudin manifests numerous forms at-will, sometimes adopting the shape of the Elder Elemental Eye, a giant eye swirling with water, fire, earth, and air, or a spinning globe of absolute darkness, the pure manifestation of evil given shape and will, akin to a colossal Sphere of Annihilation with stretching tentacles of inky darkness to ensnare foes. The Chained God also occasionally appears as a hulking, massive demon bearing a horned crown, or as an amorphous amalgamation of black darkness of an unsettling complexion. Appearance is a foreign concept to a being of such otherworldly principles, and changes for Thazrudin as quickly as people change their clothes ever day.
Previous Versions
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Posted Aug 22, 2026Heavily inspired by the following stat block below (the creator being Ok-Instruction4894).
https://www.reddit.com/r/DnD/comments/1m6v93e/tharizdun_statblock_and_campaign_finale_oc/
Also, anybody who fights Thazrudin should be extremely strong; we're talking Lv. 20, A full inventory of Legendary Items, artefacts, etc., Potions to make a drunk person explode, extremely high stats, and so forth. Even, then, they may barely stand a chance against this being, as it is the literal god of destruction, madness, and chaos.
Be sure to provide feedback if you have any, as I am planning on improving this to the best of my ability for future campaigns!
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Posted Aug 30, 2026I have an idea! Maybe... just maybe, with all the most powerful beings of every realm, every plane, every world, we could perform a ritual to channel the ultimate power of everything and nothing at the same time and beam it directly at Thazrudin... think that'd work?
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Posted Sep 1, 2026Wait, I have a better idea. We use the Peasant Railgun technique, but with every creature smart enough and willing to do it, and an Adimantite stick, and fire it through a Dimension Door straight at the Chained God's head. This is sure to kill him for good, and even if he doesn't die to the first one we can just fire another stick of the same material at him.