Medium Celestial (Human), Chaotic Good
Armor Class 23 Dream
Hit Points 2100 (100d20 + 1050)
Speed 100000 ft., prefers to walk very slowly at 30 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Arcana +37, Deception +19, Insight +10, Performance +28
Damage Resistances Psychic
Damage Immunities Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Unknown "infinity", Passive Perception 38
Languages Speaks All Languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

 The God of Dreams. Alvis can opt to test a mortal's creativity by forcing them to work with their own dreams, their imaginations. All damage done to Alvis not creatively described by the character's player deals no damage.

It's A Dream. All damage that can be done to Alvis must comes from a creatively described attack, it will be considered dream damage. Not to be confused with psychic damage because psychic damage is considered real to Alvis. All psychic damage used creatively becomes dream damage times 2.

Anti-truesight. Any attempt at seeing magic around Alvis while in his realm is considered fruitless. They see that every single particle in this realm is purely magical and that reality can't be parsed out in the dream god's realm.

 

Actions

Multi-Attack. Alvis can make up to three attacks of which the form cannot be comprehended. The form shifts every time Alvis makes an attack.

Vis Excogitari. Melee/Ranged Weapon Attack: +(2d20) to hit, reach 5d10 ft., 1d4 targets. Hit: 32 (1d(2d20)+ 2d20) dream damage. This attack can be described as the following below regardless of damage or to hit:

  • Alvis taps his cane on the ground and millions of canes pierce out of the floor underneath the targets. Each cane can be colorized as the DM desires and deal damage based on color of the cane  if desired.
  • Alvis spits upward towards the starry sky. The targets begin by feeling the sensation of a single drop of water from the sky accelerating to the effect of 1000 lbs of water Imagined as bludgeoning damage.
  • Alvis pulls out of his pocket, a modern day flashlight. The targets may try to close their eyes as the light becomes unimaginably bright piercing their eyelids and burning their flesh. 
  • Alvis pulls out a fishing pole and flings the line towards a star, moon, or sun with immaculate accuracy. He pulls a gargantuan chunk of material towards the ground in the form the DM chooses. 
  • Alvis takes off his hat for a moment to tip it towards the targets. For the hidden reason of not trying to show off is bald spot, the hat grows exponentially each second eclipsing the vision of all targets. The result is imagined bludgeoning dream damage. 
  • Alvis can use any form of attack the DM creatively can describe beyond this list.

 

Reactions

Cognitive Interference. Alvis forces a disconnect between the subconscious and conscious mind. This ensures a target Alvis chooses can't hit any attacks until the beginning of their next turn. 

Legendary Actions

Alvis may use up to 100 legendary actions before his subsequent turn. He may use only one at a time and only after another creatures turn.

Dehisce (Costs 1 Actions). This attack ignores immunity to charm and unconcious. Alvis yawns at a target of his choosing causing them to make a WIS saving throw DC 20. On a failure, the target is considered unconscious until the start of their next turn. This does not stack. 

Phantasm (Costs 5 Actions). Alvis' eye locks with a targets eye. From which the target's eyesight begins zooming in with severe tunnel vision towards the very pupil in Alvis' eye. The effect can be described as going through light speed in the 2001 space odyssey scene. The Target must make a WIS saving throw DC 25 or be stunned until they take damage or start their next turn.   

Delusional Mirage (Costs 10 Actions). Alvis waves his hand and the area around him and all forms of light begin bending towards him as he collapses in on himself. He is considered not present in the fight. He and reality stretch back out into their "normal" form after the following creature's turn.

Pink Elephants(Costs 25 Actions). Alvis pulls out a flask, and downs it in one gulp.  He then burps many very large bubbles that appear to form into Pinkish Elephants. The Elephants dance with in a 30 ft. radius of Alvis. All in this radius must make a WIS save DC 20 or be trampled by dancing elephants. Failures take 33 or 3d(2d20) dream damage.

Phantasmagoria (Costs 100 Actions). They say wish is the strongest spell a mortal can cast. As far as illusion magic goes, this is the strongest spell a God of Dreams can cast. Alvis takes all the magic he can muster to transform the environment and a number of targets of his choosing into 100 different nightmarish situations in a matter of seconds. What may begin to feel like centuries for the targets is mere seconds in Alvis' realm. Each target must cumulatively succeed on a Charisma, Wisdom, and Intelligence saving throws for a total DC 60. Failures take 100 Dream damage and are considered frightened until they make the save again at the end of their next turn. The targets also feel like they had a 1000 years of trauma. 

 

Description

Alvis, the God of Dreams, is a personality seeking always to be amused. Constantly seeking entertainment, he embellishes on picking on mortals of universal significance. He uses two of three eyes from the original God he separated from. The "Eye for Imagination," and the "Eye of Reality."  Vista, the god he originally was joined with to be Alvista, "All View" , has the "Eye of Foresight." No god existed that can distort reality, nor see as far into the future as they did. However, this drove them apart, perhaps out of necessity. 

Pypertyme

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