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Actions
STR DEX CON INT WIS CHA
Multiattack. Taciax makes two attacks with his death
30(+10) 25(+7) 30(+10) 25(+7) 25(+7) 30(+10) scythe and can use invisibility.
Death Scythe. Melee Weapon Attack: +18 to hit, reach
Saving Throws Str+ 18, Dex +15, Con +18, Int +15, Wis 10 ft., one target. Hit 32 (4d10 + 10) slashing damage
+15, Cha +18 plus 27 (6d8) radiant damage and 27 (6d8) necrotic
Skills Perception +15, Arcana +15, History +15, damage.
Religion +15, Nature +15
Damage Resistances psychic Honed Finger of Death. Taciax targets one creature
Damage Immunities necrotic, poison, radiant; within range of 150 ft. and fires a bolt of extremely
bludgeoning, piercing, and slashing damage from powerful death lightning. The targeted creature must
nonmagical weapons make a DC 26 Constitution saving throw taking 123
Condition Immunities charmed, exhaustion, frightened, (14d8+60) necrotic damage on a failed save or half as
poisoned, blinded much on a successful save. This goes through
Senses truesight 120ft. passive Perception 25 resistance and treats immunity as resistance. If the
Languages All, telepathy 120 ft. target is killed it transforms into reapers under Taciax's
Challenge 27 (105,000 XP) control.
Soul Reap. Melee Weapon Attack: +18 to hit, reach
Legendary Resistance (3/Day). If Taciax fails a saving 10ft., one target Hit 32 (4d10+10) slashing damage
throw, he can choose to succeed instead. plus 27 (6d8) radiant damage and 27 (6d8) necrotic
damage. The target must make a DC 27 Constitution
Weapons of the reaper. Taciax's weapon attacks are saving throw. On a failed save they cannot heal
magical. When Taciax uses any weapon, the weapon themselves unless a lesser restoration is used.
deals an extra 6d8 radiant damage plus 6d8 necrotic
damage(included in the attack). This goes through Legendary Actions
resistance and treats immunity as resistance.
Taciax can take 4 legendary actions, choosing from the
Divine Awareness. Taciax knows if he hears a lie. options below. Only one legendary action option can
Innate Spellcasting. Taciax's spellcasting ability is be used at a time and only at the end of another
Charisma (spell save DC 26). He can innately cast the creature's turn. Taciax regains spent legendary actions
following spells, requiring no material components: at the start of his turn.
At will: detect evil and good, gentle repose Teleport. Taciax magically teleports, along with any
(permanent), invisibility (self only) equipment he is wearing or carrying, up to 120 feet to
3/day each: divine word (all hp threshold are increased an unoccupied space he can see.
by 10 hp), gaes (8th level), plane shift Death Scythe. Taciax makes a death scythe attack.
1/day each: power word kill (hp threshold is increased Regenerate. Taciax regenerates 30 hit points.
to 120), forcecage
15 Taciax is one of them. There was only one time where
Taciax was forced to activate his field. It was when one of his
brothers, a fellow solar, became corrupted. Despite his
Taciax "The Infinite Void" awesome show of power alongside his other brothers what
"Death is nothing, but to live defeated happened afterwards no one knows.
and inglorious is to die daily. - Taciax" But should he activate his field again even gods will steer
There was a legend that the most powerful solars rarely used clear for no one escapes death.
their fields believing that there normal state was enough.
There were four of them, four solars that even gods would
rather not meet even if it meant befriending them.
Taciax "The Infinite Death's Wings. Taciax's wings constantly shoot ray of
frost at maximum power to every creature within 50
Void" feet of Taciax.
Large celestial, neutral Death's Step. When Taciax moves to an opponents area
he uses his greater invisibility spell as a free action and
Armor Class 23 (natural armor) can attack them.
Hit Points 775 (50d10 + 500)
Speed 50 ft., fly 300 ft. Master of Life and Death. Taciax can revive any soul no
matter what. He can cure them of madness, any illness,
fix any problem and heal them in any way possible. He
STR DEX CON INT WIS CHA has no limits when it comes to reviving or fixing a
deceased soul. Should Taciax hold a soul in him no one
30(+10) 25(+7) 30(+10) 25(+7) 25(+7) 30(+10)
can take it from him except an overdeity.
Saving Throws Str+ 19, Dex +16, Con +19, Int +16, Wis Actions
+16, Cha +19
Skills Perception +16, Arcana +16, History +16, Multiattack. Taciax makes two attacks with his death
Religion +16, Nature +16 scythe and can use greater invisibility.
Damage Resistances All Death Scythe. Melee Weapon Attack: +19 to hit, reach
Damage Immunities necrotic, poison, radiant, psychic; 10 ft., one target. Hit 32 (4d10 + 10) slashing damage
bludgeoning, piercing, and slashing damage from plus 81 (18d8) necrotic damage.
nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, Death's Finger of Disintigration (Recharge 5-6). Taciax
poisoned, blinded targets one creature within range of 150 ft. and fires a
Senses truesight 250ft. passive Perception 26 beam of death and destruction. The targeted creature
Languages All, telepathy 120 ft. must make a DC 27 Constitution saving throw taking
Challenge 30 (155,000 XP) 325 (50d8+100) necrotic damage on a failed save or
half as much on a successful save. This goes through
Legendary Resistance (5/Day). If Taciax fails a saving resistance and treats immunity as resistance. If the
throw, he can choose to succeed instead. target is killed it dies and turns to dust.
Death's Call. Taciax beckons to the souls of his enemies
True Weapons of the reaper. Taciax's weapon attacks are forcefully ripping it from their bodies. Every creature
magical. When Taciax uses any weapon, the weapon that can hear or see Taciax must make a DC 27
deals an extra 18d8 necrotic damage(included in the Constitution or Wisdom saving throw, taking 81
attack). This goes through resistance and treats (18d8) necrotic damage on a failed save or half as
immunity as resistance. much damage on a successful save.
Divine Awareness. Taciax knows if he hears a lie.
Death's Eye. Taciax can feel the presence of every being
Legendary Actions
in his field no matter how weak nor powerful. Nothing Taciax can take 5 legendary actions, choosing from the
short of a wish can block this ability. options below. Only one legendary action option can
be used at a time and only at the end of another
Innate Spellcasting. Taciax's spellcasting ability is creature's turn. Taciax regains spent legendary actions
Charisma (spell save DC 27). He can innately cast the at the start of his turn.
following spells, requiring no material components:
At will: detect evil and good, gentle repose Death's Step. Taciax magically teleports, along with any
(permanent), greater invisibility (self only) equipment he is wearing or carrying, up to 120 feet to
an unoccupied space he can see and can immediately
3/day each: divine word (all hp threshold are increased do a death scythe attack.
by 30 hp), gaes (9th level), circle of death (9th level)
plane shift Death's Sweep (Costs 2 Actions). Taciax makes a death
scythe attack towards every enemy in his range with
1/day each: power word kill (hp threshold is increased disadvantage.
to 200), forcecage
Siphon (Costs 5 Actions). Taciax raises his hand and
Limited Magic Immunity. Unless Taciax wishes to be absorbs the life force of his enemies in a 50 feet radius
affected, he is immune to spells of 6th level or lower with him as the center. Every creature must make a DC
and has advantage on saving throws of all spells and 27 Wisdom saving throw taking 27 (6d8) necrotic
magical effects. damage healing Taciax for every damage dealt on a
failed save or take no damage on a successful save.
16 Adimus kept to himself but was constantly visited by Moradin
to watch the solar forge. Adimus refused help but kept
visiting other blacksmiths and Moradin to watch them work.
Adimus "The Forger" At first Adimus had a hard time to make his own wares but
"The finest steel has to go through the eventually the solar learned to wield the tools needed to
hottest fire. - Adimus" create.
To create is the realm of gods. But if the gods created the He created swords, axes, greatswords, and even more.
mortals who created the gods? A question that will never Adimus created the finest weaponry only rivalled by the
have an answer for it only goes back and back to the first one legendary deity. Eternity with the tools for creation Adimus
who created who. learned to create and to mold.
Adimus pondered this question for thousands of years but Eventually Adimus created wonderous items and artifacts
it doesn't mean he didn't do anything to help enforce good. that other gods would be jealous of.
But the question ate him. It was a small knocking sound in By the end of the day Adimus loved what he was doing and
his mind that he could not purge no matter what. now understood what creation was meant to be. He pledged
He tried his best to find an answer until his constant travel himself to the dwarven deity so that he may be able to
brought him to Dwarfhome, the realm of the legendary preserve creation through his own hands and if needed, his
dwarven god Moradin. While walking through the benevolent legendary armaments.
god's realm he heard a pounding stronger than the knocking It is said that thousands of benevolent beings have come
in his mind and he pursued it. near and far to ask an armament from him. Of these beings
Despite barging in suddenly in the realm of a deity no one he befriended dragons the most, especially silver ones. But
stopped the running solar. Adimus slammed a door open and he had thousand other allies who would gladly help him in
saw something that kept him in awe. creating weapons of his taste. Especially a close friend of his,
Adimus saw the clash of metal between a hammer and an a golden dragon who helped him create a favourite weapon of
anvil. his.
Adimus saw Moradin, the god of dwarvenkind, the king of Wearing his legendary plate armor Adimus charges into
steel, the lord of forges, and the emperor of weapons forging. battle without any weapons in sight. His enemies mistake
Despite his rude entrance Adimus did not apologize not him for another monk like Gaeshema but suddenly the
because of lack of manners but because the Deity did not pay heavily built solar summons a greatsword and blocks his
him heed. enemies' advance. Then he summons a warhammer to
Moradin didn't react to Adimus' rude entrance and ground their bones to dust. After the warhammer, he
continued his trance like hammering of the divine metal. summons a battleaxe that cleaves through his enemies's
Adimus stood there watching in intense excitement and in defenses. Then conjures a large glaive immediately ripping
complete utter awe as he saw the Deific forgemaster do his through swathes and swathes of enemies.
work. His legendary form in battle inspires fear and awe
Days passed as Moradin constantly hammered the divine throughout the planes.
metal slowly molding it and forging it into a piece that even
the other gods would kill for. Adimus' Field of Judgement
Adimus watched intently studying every swing and every Adimus' field is a place of smithing. A giant anvil appears in
pounding. He saw every movement as a form of art and saw the center where Adimus creates his field. The giant anvil is
how beautiful the act of creating is. made out of magically enchanted adamantine meant to be
Adimus didn't notice but the slow knocking has long been unbreakable. When fighting Adimus can constantly change
destroyed by the powerful pounding of the Deity. weapons but once inside his field he can constantly fight with
"It doesn't matter who creates you, in the end what truly all his weapons without limitation as if every weapon follows
matters is what you create." his command. His requirements are just like the other solar's
When Adimus uttered those words to himself Moradin requirements. His first requirement is that his enemy should
stops and looks at him with a gentle yet fierce smile native be a powerful evil being that wishes to destroy or erase life.
only to dwarves. His second requirement is that he ensures that nobody is in
Once the pounding stopped the knocking came back but the near vicinity of his battlefield. Once the requirements are
this time it was weaker. Adimus knew what this place meant met Adimus can set his field increasing his power. A 1000
and he knew in some way that destiny lead him here. mile radius area would be filled with his divine domain
Moradin invited Adimus to be a personal apprentice but infused energy influecing the people and materials existing
this somehow irked the solar. there for 100 years. Adimus's CR increases to 26 (90,000 XP)
Adimus instead asked Moradin to allow him to become the inside his field.
lowest ranking apprentice instead. He wished to start from Once inside his field Adimus gains the following bonuses:
the bottom.
The request surprised the dwarven god but immediately His AC increases to 26
acquiesced obviously happy and impressed with Adimus' He gains immunity to fire and bludgeoning, piercing, and
decision. slashing damage from nonmagical weapons.
Adimus was given the basics of blacksmithing something He gains a new ability Reflective Armor. It's the same as
which was unheard off since dwarfhome was a home for the reflective carapace of the tarrasque.
legendary blacksmith dwarves.
17 Major Effects
D20 Magical Effect
Lair Actions 9- Spell Steal - Every time this weapon hits a spellcaster
On initiative count 20(losing ties). Adimus can take a lair 10 they must make a DC 15 Wisdom saving throw. On a
failed save the DM rolls a d6 and the spellcaster loses
action to cause one of the following magical effects; he can't one spell slot corresponding to the roll. On a
use the same effect two rounds in a row: successful save it has no effect.
Adimus makes his current weapon disappear and uses his 11- Unstable Portal - This weapon disappears if it hits a
divine energy to summon all of the weapons he has forged 12 creature. The creature must make a DC 20 Charisma
since the beginning. An unlimited amount of weapons fall saving throw or be banished to a random plane of
existence.
from the sky striking his opponents. Adimus must make a
D20 roll to determine the amount of blades that will fall 13- Magic Container - This weapon contains two 9th level
towards his enemies. Every creature must make a DC 30 14 spells of the DM's choice and has one charge. It
Dexterity saving throw, taking 3 (1d6) damage determined recharges at dawn.
by the dm, for every weapon that hits on a successful save, 15- Divine Health - This weapon provides a constant 10
or take half as much damage on a failed save. After using 16 hit point regeneration per start of Adimus' turn. This
this Lair action it is disabled until Adimus finishes stacks with other regeneration items.
combat. The damage dealt by this ability no matter what 17- Annihilation Blade - This effect acts as a Sphere of
damage type goes through resistance and is treated as 18 Annihilation turned into a weapon.
magical. 19- Magic Charger - The user can use this weapon to
Unlimited Forge Works 20 restore an innate spell-casting ability or an 8th level
spell slot or lower once per day.
Weapon
D20 Amount Damage type
Minor Effects
1-4 20 bludgeoning, piercing, and slashing damage D100 Magical Effect
(Magical)
1-5 Damage I - The weapon deals an extra damage die.
5-8 40 bludgeoning, piercing, slashing damage
(Magical) and 1 extra damage type (DM's 6-10 Damage II - The weapon deals 2 extra damage die.
Choice)
11- Damage III - The weapon deals 3 extra damage die.
9- 60 bludgeoning, piercing, slashing damage 15
12 (Magical) and 2 extra damage types (DM's
Choice) 16- Vampiric Weapon I - The weapon heals the user for
20 2d8 hit points if it hits.
13- 80 bludgeoning, piercing, slashing damage
16 (Magical) and 3 extra damage types (DM's 21- Vampiric Weapon II - The weapon heals the user for
Choice) 25 3d8 hit points if it hits.
17- 100 bludgeoning, piercing, slashing damage 26- Vampiric Weapon III - The weapon heals the user for
20 (Magical) and 4 extra damage types (DM's 30 4d8 hit points if it hits.
Choice) 31- Frost Weapon I* - A creature hit by this weapon has
35 their movement reduced by 10.
Once Adimus uses his Unlimited Forge Works he can 36- Frost Weapon II - A creature hit by this weapon has
pick up and drop any weapon he chooses. Any weapon he 40 their movement reduced by 20.
picks up will follow the damage of usual weapons except
that he will use 4 damage die instead of one. Every 41- Frost Weapon III - A creature hit by this weapon has
45 their movement reduced by 30.
weapon will get a major bonus and two minor bonuses.
46- Swift Weapon I - This weapon adds 10 feet to
Major Effects 50 movement as long as it is being held.
D20 Magical Effect
51- Swift Weapon II - This weapon adds 20 feet to
1-2 Divine Vorpal Blade - Decapitation effect is 18-20 55 movement as long as it is being held.
instead of just 20. Only applies to slashing weapons.
56- Swift Weapon II - This weapon adds 30 feet to
3-4 Divine Nine Lives Stealer - When using this weapon 60 movement as long as it is being held.
the critical attack raises up to 18-20. The hp
threshold is increased to 120 hp. The Constitution 61- Revival Weapon - This weapon has the Raise Dead
saving throw is increased to DC 20. 65 spell in it. 3/day
5-6 Divine Slayer Weapon - On a successful hit the 66- Burst - Once this weapon hits, the creature must
targeted creature that has 100 hit points or fewer, 70 make a DC 20 Constitution saving throw or be
must succeed on a DC 20 Constitution saving throw blinded for 1 turn.
or die. 71- Silence - This weapon contains the Silence as a 5th
7-8 Magi's Fallout - This weapon was made to be an 75 level spell in it. 3/day
explosion and will only survive one hit. Once it hits a 76- Stunning - On a 20 the next melee attack makes the
hard enough surface it explodes. If it hits a creature it 80 creature do a DC 20 Constitution saving throw or
must make a DC 20 Dexterity saving throw taking 65 be stunned for 1 turn.
(10d12) force damage on a failed save.
18 Hellbreaker
Minor Effects After his recreation of his weapon Adimus was visited by
D100 Magical Effect Ragani. Ragani was impressed with his brother's
81- Elemental Damage I - The weapon deals an extra craftmanship but the reason he came was not for weapons
85 elemental damage die. but to ask Adimus to face him in combat. Adimus being a
86- Elemental Damage II - The weapon deals 2 extra
solar gladly accepted. Confident in his newly forged weapons
90 elemental damage die. Adimus thought he would easily defeat the absolute flame.
To his surprise Ragani wiped the floor with him. After his
91- Elemental Damage III - The weapon deals 3 extra defeat Ragani said that his visit was something that all the
95 elemental damage die. other solars agreed with. His passion with forging has made
96- Phantom Range - The weapon has an invisible and him weaker and he forgot to train and better himself.
100 magical edge that reaches 30 feet. Guilty with shame Adimus apologized, for nothing is more
shameful than a solar that cannot protect the good.
Adimus can order up to ten weapons to release their With this hot shame filling his being Adimus created the
enchantments and use the released magic to attack up to legendary warhammer named Hellbreaker. He trained
ten creatures within his field. The targeted creatures must himself with it along with his other weapons.
make a DC 20 Dexterity saving throw, taking 3 (1d6)
damage (DM's Choice) per magic weapon on a failed save, Voidcutter
or half as much on a failed save. All solars have emotions and the strongest of these are
righteousness, justice, guilt and most of all emptiness. A solar
Regional Effects will always feel righteous, justice ridden and never guilty but
The region containing the field of judgement by Adimus is should the time come when they feel the cold unfeeling touch
warped by his magic, which creates all the following effects: of emptiness it manifests into dreaded beings that can even
contend with solars. They are called the divine cold, a being
Blacksmiths will have inspiring dreams on ingenious of pure void.
weapon designs. The first appearance of these beings was when Adimus
Enchanting processes will have a lower chance of failing. failed to protect a village with his legendary armaments. He
Rare metals and materials become common while very failed to defeat a powerful demon lord and the cost was the
rare materials become rare and legendary materials destruction of a village. The loss affected him so much that
become very rare. for the first time in the longest his forges went cold. It was
when the cold and empty being came into existence. It
Adimus' Legendary attacked the distracted solar and managed to wound it but
was eventually put down by the solar.
Artifacts Seeing it Adimus felt even more pained. It was truly the
Adimus has and is still creating magical items and weapons manifestation of his complete and utter failure. But
since the moment Moradin admitted him into dwarfhome but determined to never repeat it Adimus took the remains of the
he has created 4 legendary artifacts that always brings when destroyed divine cold and heated his cold forge. He toiled for
going to combat. days until he created a waraxe that would cut his enemies
and destroy their guards with the cold that Adimus felt.
Heaven's Edge
Heaven's Storm
All Solars are born with a greatsword but not all of them use
it to combat the forces of evil. A prime example of this is Lightning is a tricky thing when it comes to solars. Not all of
Gaeshema who destroyed his greatsword and fused into his them use it but Adimus found its powerful effects to be
own body which eventually turned into his legendary extremely good in clearing large waves of evil doers. He
gauntlets. Another example is Velik who fused his greatsword travelled into the quasi-elemental plane of lightning and took
with his slayer bow transforming into his Heaven's Sniper. the heart of the storms from the elemental prince of air in
When Adimus mastered the ways of creating weapons and exchange with a weapon that the prince took interest in.
magic items Adimus melted his greatsword and reforged it in The Forger went back to his deity's realm and started to
the fires of dwarfhome and fused with it divine metal that forge a weapon that would even make lightning elementals
made his already powerful greatsword into a blade capable of shiver at the capability they can harness.
slaying demon lords. Aptly named as Heaven's storm Adimus charges to battle
The adamantine grip supported by a platinum pommel and with his legendary weapons and always charges forward as
topped with a golden hilt inspires awe towards his allies and destructive as a storm.
fears towards his enemies. But it's his blade that truly shows
the peak of his skill. The legendary blade made out of an DM notes
unknown metal easily cuts through the toughest of defenses
and would easily destroy the strongest of natural armor. The stats of Adimus' items are not detailed here.
They will be detailed at the end of the
compendium along with the other items.
19
Actions
STR DEX CON INT WIS CHA Multiattack. Adimus can make two melee attacks with
30 (+10) 24 (+7) 30 (+10) 24 (+7) 24 (+7) 30 (+10) any of his weapons.
Divine Storm (Glaive Only). Adimus swings his glaive
Saving Throws Str+ 18, Dex +15, Con +18, Int +15, Wis around him releasing a torrent of powerful lightning in
+15, Cha +18 a 30 feet radius. Every creature must make a DC 26
Skills Perception +15, Arcana +15, History +15, Dexterity saving throw taking 67 (15d8) lightning
Religion +15, Nature +15 damage and be stunned on a failed save or taking half
Damage Resistances fire, psychic; bludgeoning, as much damage and not be stunned on a successful
piercing, and slashing damage from nonmagical save. This has a cooldown of 2 rounds.
weapons
Damage Immunities necrotic, poison, radiant, Heaven's Smite (Greatsword Only). Adimus releases a
Condition Immunities charmed, exhaustion, frightened, powerful slash made out of pure divine energy towards
poisoned, blinded, stunned a creature that he can see. The creature must make a
Senses truesight 120ft. passive Perception 25 DC 26 Dexterity saving throw, taking 108 (24d8)
Languages All, telepathy 120 ft. radiant damage on a failed save or half as much damage
Challenge 25 (75,000 XP) on a successful save. Cooldown of 2 rounds.
Space Break (Battleaxe Only). Adimus cuts space and a
Legendary Resistance (3/Day). If Adimus fails a saving miniature world hole appears. Every creature except
throw, he can choose to succeed instead. Adimus within 100 ft. of the black hole must make a
DC 20 Strength saving throw or be pulled in by 20 ft.
Angelic Weapons. Adimus' weapon attacks are magical. This lasts for 5 rounds. This hole also works as a Sphere
When Adimus uses any weapon, the weapon deals an of Annihilation. This ability cannot be used again until
extra 6d8 radiant damage (included in the attack). the hole disappears.
Divine Awareness. Adimus knows if he hears a lie. Hell's Downfall (Warhammer Only). Adimus holds his
Innate Spellcasting. Adimus' spellcasting ability is warhammer with both of his hands and charges it with
Charisma (spell save DC 26). He can innately cast the his divine energy overflowing a 50 foot area with him
following spells, requiring no material components: as the center with increased gravity. Every creature
affected by the increased gravity must make a DC 26
At will: detect evil and good, shield Constitution saving throw, taking 15 (6d4) force
3/day each: heat metal(9th level), fabricate, power damage and 15 (6d4) bludgeoning damage and be
word stun, plane shift knocked prone on a failed save or take half as much
damage and not be knocked prone on a failed save.
1/day each: earthquake, gate
This has a cooldown of 2 rounds.
Magic Resistance. Adimus has advantage on saving
throws against spells and other magical effects. Legendary Actions
The Forger's Artifacts. Adimus has 4 favourite weapons Adimus can take 4 legendary actions, choosing from
from all the weapons he has created and he constantly the options below. Only one legendary action option
carries them to battle. can be used at a time and only at the end of another
creature's turn. Adimus regains spent legendary actions
1.Heaven's Edge(Greatsword) - Melee Weapon Attack:
at the start of his turn.
+18 to hit, reach 5 ft., one target. Hit 38 (8d6 + 10)
slashing damage plus 54 (12d8) radiant damage. The Teleport. Adimus magically teleports, along with any
creature hit must make a DC 26 Wisdom saving throw equipment he is wearing or carrying, up to 120 feet to
or be vulnerable to radiant damage until they succeed. an unoccupied space he can see.
This weapon can use healing word on the 9th level and
(5/day) true ressurection (1/day). The Forger's Artifacts (Costs 2 Actions). Adimus can use
his artifacts's special attacks that are not in cooldown.
2.Hellbreaker(Warhammer) - Melee Weapon Attack: +18
to hit, reach 5 ft., one target. Hit 44 (8d8 + 10) Fused Divinity (Costs 5 Actions). Adimus can
bludgeoning damage plus 27 (6d8) radiant damage temporarily fuse his weapons for a split second
and 27 (6d8) force damage. This weapon can use allowing him to wield a weapon so powerful it
reverse gravity (3/day) and earthquake (1/day). threatens to destroy himself. Adimus can make an
attack towards a creature within 10 feet which deals
3.Voidcutter(Battleaxe) - Melee Weapon Attack: +18 to 156 (24d12) bludgeoning, piercing, and slashing
hit, reach 5 ft., one target. Hit 46 (8d10 + 10) slashing damange plus 108 (24d8) radiant, force, cold, and
damage plus 27 (6d8) radiant damage and 27 (6d8) lightning damage. Adimus must make a DC 25
cold damage. This weapon can use otiluke's freezing Constitution saving throw or suffer half the damage
sphere on the 9th level (3/day) and gate (1/day). dealt. Has a cooldown of 5 rounds. Adimus can't use
his artifacts while in cooldown.
20 Retaining one's sanity when faced with the great horrors
outside the universe is something that only beings that are as
powerful as the gods can do.
Clarion "The Despite his eternal watch over the far realm Clarion has
Metaphysical King" fought other forces multiple times such as the armies of hell,
the legion of the abyss and even the strongest of primordials.
"Mind over matter, literally" - Clarion" Unfortunately his time alone didn't allow for him to form
Mystics are said to be a rare breed. If there is one magic user any intimate bonds with other beings. Even Velik is
in one thousand people then there is one mystic in one acquainted with Arrid's friend. -
million people. But does this apply to beings as powerful as Except for one little nightmare being that he seals deeply
solars, in truth only one solar practices the usage of psychic inside his body. Something that most solars don't know is
powers and his named Clarion. that Clarion's divine body is the host of an extremely powerful
To achieve the mental peace that mystics have Clarion is elder one. He seals it, afraid of releasing it into the world but
usally out of sorts. He refuses to participate in small every once in a while the solar uses the large reserves of
skirmishes against the evil but would be one of the first solars power the alien being sealed in his very core. He sometimes
to go in battle if something big comes to threaten the visit it, unnerved by the alien creature.
multiverse.
And unlike the other solars Clarion likes to travel Clarion's Field of Judgement
constantly honing his mind, perfecting his control and Clarion's field is not something he activates lightly. His time
sharpening his wit. He doesn't lack the common weakness of in the far realms has warped his field beyond recognition. His
other solars that they have a hard time socializing and if it field has transformed into something akin to the far realm
weren't for his eccentricness only Arrid would be a better itself. His requirements are as follows. First he must be
conversationalist than him. fighting a being with a connection to the far realm or a
Clarion is called an eccentric because of his weird conduit to it. Second there must be a risk that beings from
activities. An example is that Clarion sometimes visits houses the far realm will be summoned. The last requirement is that
at the middle of the night to ask for food, when he clearly his opponent should be dangerous enough to warrant using
doesn't need to eat to live. Sometimes he bathes in milk, an his field. When the requirements are met Clarion can activate
odd practice for someone who doesn't need to bath and his field filling a 1000 mile radius with his psychic energy and
definitely bizzare for someone who does. divine magic. Clarion's CR increases to 28 (120,000 XP).
Because of his practice of honing his mind, Clarion is in Once in his field Clarion gains the following bonuses:
very good terms with his fellow solar Gaeshema, who focuses
on honing body. They both spar and meditate when they Clarion can hear every thoughts telepathically and can
meet. Because of Clarion's good yet quirky social skills he talk to every being telepathically inside his field.
earned the good will of the kind Arrid. And despite all of this, No amount of divination magic can shield Clarion's ability
he is serious when things become rough, earning him some to see through anyone inside his field.
good points with Velik. Physics in the field become weird. Each non magical
And the reason why a lot of solars like Clarion is because range attack must roll a d6 after rolling a hit. On a 1-3 the
of the special nature of his responsibilities. While all solars attack misses
help vanquish evil some of them have their own specialties.
Taciax destroys undead with zeal, Ragani takes a firm stand Lair Actions
against the elementals, Arrid and Velik have their way against
demons and Gaeshema loves punching malevolent giants. On initiative count 20(losing ties). Clarion can take a lair
But Clarion's job sometimes tend to be more difficult. action to cause one of the following magical effects; he can't
He constantly visits the far realm. He goes out the vast use the same effect two rounds in a row:
expanse of the void to go to the far realm. If asked why he Clarion releases a psychic surge around a 30 feet area.
does that is because he's like the ambassador between the Each creature that Clarion chooses must make a DC 20
two separate multiverses. When asked what he sees and Wisdom saving throw or have their psychic resistance, if
knows about the far realm he calmly replies that it's just like any, removed but if they don't have resistance they become
our universe but slightly different. vulnerable to psychic damage.
When asked what types of evil he stops, he answers that he Clarion releases the pent up nightmarish energy he gained
stops the extremely powerful elder beings but let go of beings when he enters the far realm around a 30-foot-radius area.
such as aboleths or illithids because their level of power isn't Each creature in that area must make a DC 20 Wisdom
enough to threaten the universe in its entirety. But sometimes saving throw or suffer the effects of the spell enfeeble.
even elder evils and the deeps ones manage to escape his This ability can be only used three times until Clarion
sight and break into his universe. returns to the far realm to recover the nightmarish energy.
When the time comes that they do break into his universe Large massive tendrils resembling an octupus' limbs burst
Clarion takes the near impossible task of destroying the alien out of Clarions body attacking every creature in a 50 feet
being and if destroying them is impossible Clarion banishes area. Each creature in that area must make a DC 25
them back to the far realm. Dexterity saving throw, taking 175 (50d6) bludgeoning
Despite his extended time being exposed to the far realm damage on a failed save or half as much damage on a
Clarion retains his sanity albeit he acquired some small successful one. Clarion can only use this once his hit
quirky habits. points are below half. It has a cooldown of 3 rounds.
21
Namar "The Voracious Every creature within 30 feet of Namar must make a
DC 25 Wisdom saving throw or be frightened until
Gourmandizer" they succeed the saving throw.
Large celestial, lawful good Namar is immune to being stunned.