Homebrew eldritch god Species Details
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eldritch god Traits
it doesnt have anydivine jaws
it will eat the target and deal 20d8 damage
celestial smash
The Charge (Turn 1): The Eldritch God raises its cosmic limbs, and the raw, corrupted energy of Excalibur manifests in the sky as a colossal, constellation-like phantom blade. A 30-foot-radius circle on the arena floor begins to glow with blinding, sickly starlight. Every player instantly knows where the blade is going to drop.
The Impact (Turn 2): At the start of the god's next turn, the phantom blade slams down, shattering the fabric of reality.
- Every creature inside the glowing zone must make a DC 20 Dexterity saving throw.
- On a Failure: A target takes 30d8 force damage (average 135 damage).
- On a Success: A target takes half damage (average 67 damage).
The Aftermath (Reality Tear): The area hit by the smash becomes a permanent hazard zone of unstable space. Any player who enters or starts their turn inside the 30-foot circle takes 4d6 psychic damage and treats the area as difficult terrain.
mind breaking presence
Creatures that start their turn near the god take 1d10 psychic damage and must make a Wisdom saving throw or become frightened.
Unfathomable Form
Attack rolls against the god have disadvantage because its body shifts through multiple dimensions at once.
Reality Void
Ranged attacks passing within a short distance of the god are warped or swallowed into nothingness.
Aura of Madness
Spells cast within the aura have a chance to misfire or target a random creature instead.
Gaze of the Void
A targeted ray that deals psychic damage and reduces the target's maximum hit points until a long rest.
Tentacle of Ruin
A physical melee reach attack that grapples the target and pulls them into a pocket dimension.
Whisper of Entropy
Forces all enemies in an area to make a Wisdom save or use their reaction to move toward the god or attack an ally.
Reality Tear
The god rips open space, dealing force damage in a line and leaving a hazardous zone that slows movement.
Soul Devour
An attack that drains life force from a grappled target to heal the god for the same amount.
Gravity Well
The god generates a massive gravitational pull. At the start of its turn, all players are pulled 20 feet closer to it. This sets them up perfectly for a devastating Celestial Smash or brings them into range for Divine Jaws.
Thousand-Tooth Maw
While a creature is grappled by the god's Divine Jaws, the god can use Celestial Smash as a bonus action against that specific creature, but the attack roll has advantage (or the player has disadvantage on the save).
Flesh-Warping Radiation
The god emits cosmic energy. Every time a player takes damage from Celestial Smash, their maximum health is reduced by half the damage taken until they finish a long rest. This prevents the fight from stalling out if they have too much health.
Phase Slip
Whenever the god uses Celestial Smash, it tears the fabric of reality, allowing it to instantly teleport up to 60 feet immediately after the attack lands.
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