| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 29 | +9 | +18 |
| CON | 26 | +8 | +17 |
| Mod | Save | ||
|---|---|---|---|
| INT | 25 | +7 | +16 |
| WIS | 30 | +10 | +19 |
| CHA | 20 | +5 | +14 |
Beyonder. Anvuë-El’s mind and body is immune to all poisons, diseases, curses, charms, being put to sleep, and he is not bound to any conditions set by magical pacts/contracts.
Formless. If Anvuë-El‘s physical body is killed or destroyed, he continues to live on through his soul and can create a new body for himself after 1d6 days.
Timeless. Anvuë-El‘s existence is not bound to time and he is unaffected by any magic related to time, unless he wishes to be.
God of Archery. Anvuë-El willed into existence the metaphysical law that: there is no level of accuracy his archery CANNOT reach. Transcending space and time to hit a target he can accurately imagine in his mind.
God of Love. When Anvuë-El has intercourse with another creature, they gain a permanent +3 to an ability score of their choosing, to a maximum of 30. This can only be obtained once.
God of Magic. Unless he wishes to be affected, Anvuë-El is immune to spells of 6th level or lower and has Advantage on saving throws against spells and other magical effects. Additionally, he can concentrate on four spells at the same and has Advantage on Constitution saving throws to maintain concentration.
God of War. Anvuë-El is proficient in all weapon types, his weapon attacks are magical, and he adds his Wisdom modifier to the weapon damage.
Master of Forbidden Knowledge (Spellcasting). Anvuë-El‘s spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). He can cast all spells, besides any flying, healing, or resurrection spells, at will requiring no material components. He can cast 7th level or higher spells a maximum of 16/day.
Multiattack. Anvuë-El makes four attacks: three with his bow and casts one spell or uses one Mana Matter option. Alternatively, he casts three spells or uses three Mana Matter options.
Hartṛ. Anvuë-El lets loose an arrow from his bow hitting any target he can see or imagine, dealing 23 (1d8 + 19) Piercing damage. This attack ignores resistance and immunity to Piercing damage.
Mana Matter. Anvuë-El surrounds himself in matter made of magic, which gives a +5 to his AC and immunity to Force damage. Additionally, Anvuë-El can now choose from the following options:
- Cleave: Anvuë-El cleaves his opponents with a wave of mana matter. He can cast this spell on a target, in a 60-foot cone, or in a 5-foot wide 150-foot long line. Each creature in that area must make a DC 27 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or dodging it completely on a successful one.
- Explosion (4/day): Anvuë-El chants an incantation for 3 turns, requiring concentration. At the end of the third turn, each creature in the following area must make a DC 27 Dexterity saving throw. Failure: 105 (10d20) force damage in a 250-foot-radius sphere plus 55 (10d10) thunder damage in a 1000-foot-radius sphere centred on himself. Success: half as much damage.
- Great Lotus Bloom (1/day): Anvuë-El sprouts a golden lotus from his back which blooms after 5 turns, requiring concentration. Upon its bloom, all creatures of Anvuë-El‘s choice within a 1-mile radius of him will regain all of their spell slots, become resistant to all elemental damage types, gain 30 temporary hit points, and add 10 force damage to every attack for 12 hours. After 12 hours, all affected creatures will receive 4 levels of exhaustion.
- Platform: Anvuë-El creates up to 300 feet of mana matter walk on. Disappearing after 1 minute.
The Devil is in the Details. With a single touch, Anvuë-El gains access to a creatures memories if they fail a DC 27 Wisdom saving throw. The creature doesn’t know that they make this save but physical contact has to be maintained.
Secondly, Anvuë-El can create an endless amount of perfect illusions of himself and anything he is carrying. He can create four illusions with an action. A creature may make a DC 27 Intelligence (Investigation) check for an illusion plus 1d4 adjacent illusions to determine if they are real or not. Or they can hit an illusion (AC 10), fading away if it is indeed an illusion. An illusion can appear to talk, move, and attack in any way Anvuë-El desires on his turn.
Lunar Halo. If the full moon is out in the night sky, Anvuë-El can begin a conversation with her, which requires concentration for 3 turns. At the end of the third turn, a lunar halo will resound from the moon and 10 columns of moonlight will beam down upon the desired target(s). Anvuë-El can choose what properties these columns have:
- Destruction: Each beam of moonlight deals 35 (10d6) radiant damage plus 17 (5d6) cold damage.
- Restoration: Each beam of moonlight heals for 35 (10d6) hit points and gives 17 (5d6) temporary hit points. This cannot be casted on himself.
- Conceal: Each beam of moonlight will turn a creature invisible for 5 turns. This invisibility cannot be broken and only detected via truesight.
- Forbid: Each beam of moonlight will either seal a creatures ability to use magic or silencing and deafening them for 5 turns. If a creature is made entirely out of magic, it will disintegrate into an icy ash.
Teleport. Anvuë-El teleports, along with any equipment he is carrying, to an unoccupied space he can perceive, leaving behind an illusion of himself if he wishes.
Friend of the Moon God. A skill which Anvuë-El received from the blessings of Tsukuyomi. He can use two properties at the same time and can switch one or both with a bonus action. Properties that possess a radius are centred on him and will always follow him.
- Strengthen: Anvuë-El either receives a +5 to his Strength score and gains Advantage on Strength (Athletics) checks or increases the damage of his spell attacks by 25%.
- Perception: Anvuë-El detects everything around him, gathering information from all of his senses, increasing his Perception skill to +99. When focusing on a single creature, he can understand how their biology works, increasing his Medicine & Nature skills to +99. When increasing the range of this perception, the details deteriorate, reducing the aforementioned skills by -17 for every 100 miles it extends, to a maximum of 500 miles.
- Restoration: Anvuë-El touches a creature, causing them to nonmagically regenerate by 17 (5d6) hit points and remedy an illness if naturally possible. He cannot use this on himself.
- Barrier: Anvuë-El conjures a defensive or offensive barrier (5-150-foot radius sphere). A defensive barrier can nullify a specific damage type. An offensive barrier deals 17 (5d6) damage of an element to any creature of his choice every turn.
- Interception: Anvuë-El intercepts telepathy and any other form of magical communication within a 5-mile radius.
- Conceal: Anvuë-El turns his equipment, his spells, and mana matter invisible. This invisibility can only be detected via truesight.
- Forbid: Anvuë-El seals all sound or use of magic in a 5-150-foot radius. Sealing sound will produce the same effects as the silence spell. Sealing magic will produce the same effects as the antimagic field spell.
Sṛṣṭi. Anvuë-El summons two gigantic metallic arms, the right one is white-gold and the left one a sickly black. They immediately stop another creatures action no matter what it is. After stopping an action, Anvuë-El will not be able to use this reaction again for 10 turns.
Anvuë-El can take 4 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.Anvuë-El regains spent legendary actions at the start of his turn.
Better the Devil you know than the Devil you Don’t. Anvuë-El becomes invisible until the start of his turn. He is invulnerable while invisible this way and nothing can detect him besides truesight. Additionally, Anvuë-El can cast darkness in a 150-foot circle around him while unveiling his third eye. All creatures in that area must make a DC 27 Wisdom saving throw. Failure: a target is paralyzed until the end of Anvuë-El’s next turn and takes 35 (10d6) psychic damage. Success: half as much damage only. Failure or Success: Anvuë-El can't take this action again until the start of his next turn.
Illusory Reality. Anvuë-El gives substance to any number of illusions he has created. After taking one the actions below, the illusions given substance will fade away. Anvuë-El can't take this action again until the start of his next turn.
- Bow Attack: Anvuë-El shoots an arrow along with any number of illusions simultaneously at the same target. The illusions have a +10 to hit, range 10/600 ft., and deal 14 (1d8 + 10) piercing damage.
- Spell Attack: Anvuë-El casts any 1st or 2nd level spell along with any number of illusions simultaneously at the same target, direction, or area. The illusions have a +10 to hit and spell save DC 19. Casting multiple concentration spells will all fall under one concentration check.
Relentless. Anvuë-El moves up to half his Speed, leaving behind an illusion of himself if he wishes, and makes one Hartṛ attack.
Teleport. Anvuë-El uses his Teleport action.
Description
Anvuë-El is just a lowly level 1 merchant, reward a party with 200 XP for defeating him… oh, and good luck.
Dnd version of Makoto Misumi from Tsuki ga Michibiku Isekai Douchuu, with a lot of personal flavour.
Previous Versions
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1/10/2025 8:59:52 PM
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9/28/2025 8:10:57 PM
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9/17/2026 3:36:45 PM
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9/26/2026 11:24:00 PM
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