Antediluvian Demiurge (5e Creature)

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Antediluvian Demiurge[edit]

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Huge celestial, lawful evil


Armor Class 23 (natural armor)
Hit Points 341 (22d12 + 198)
Speed 50 ft., fly 150 ft.


STR DEX CON INT WIS CHA
28 (+9) 22 (+6) 28 (+9) 26 (+8) 26 (+8) 30 (+10)

Saving Throws Str +16, Dex +13, Con +16, Int +15, Wis +15, Cha +17
Skills Arcana +15, History +15, Insight +15, Perception +15
Proficiency Bonus +7
Damage Resistances cold, force, lightning, thunder
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 25
Languages all, telepathy 120 ft.
Challenge 24 (62,000 XP)


Fallen Weapons. The demiurge's weapon attacks are magical. When the demiurge hits with any weapon, the weapon deals an extra 27 (6d8) necrotic damage and the demiurge regains hit points equal to half of the necrotic damage dealt (included in the attacks).

Divine Awareness. The demiurge knows if it hears a lie.

Legendary Resistance (3/Day). If the demiurge fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The demiurge's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: animate dead, dimension door, invisibility (self only), see invisibility
5/day each: cloudkill, scrying, wall of ice
3/day each: dominate monster, plane shift

Magic Resistance. The demiurge has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The demiurge makes three Ebon Scythe attacks.

Ebon Scythe. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 33 (4d10 + 8) slashing damage plus 27 (6d8) necrotic damage and the demiurge regains hit points equal to half of the necrotic damage dealt.

Flying Scythe. The demiurge releases its scythe to hover magically in an unoccupied space within 5 feet of it. If the demiurge can see the scythe, the demiurge can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the demiurge's hands. If the hovering scythe is targeted by any effect, the demiurge is considered to be holding it. The hovering sword falls if the demiurge dies.

Locusts of Tartarus (4/Day). Swarming, biting locusts fill a 20-foot-radius sphere centered on a point the demiurge chooses within 60 feet of it. The sphere spreads around corners. The sphere remains for 10 minutes, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a DC 22 Constitution saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere's area for the first time on a turn or ends its turn there. If the demiurge starts its turn inside the swarm, it takes no damage and instead regains 14 (4d6) hit points.


LEGENDARY ACTIONS

The demiurge can take 3 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. The demiurge regains spent legendary actions at the start of its turn.

Teleport. The demiurge magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Wail of Outer Darkness (Costs 2 Actions). The demiurge emits a psychic scream. Each creature of its choice in a 20-foot radius must make a DC 22 Charisma saving throw. On a failed save, a creature takes 17 (5d6) force damage and 17 (5d6) psychic damage and is frightened until the end of its next turn. On a successful save, a creature takes half as much damage and isn't frightened.
Gaze of Madness (Costs 3 Actions). The demiurge targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 22 Wisdom saving throw or be charmed until the end of its next turn. The charmed target is driven into a bloodthirsty rage and must attack the closest creature it can see, other than the demiurge.

It is said that the various Vampire Clans are descended from these terrifying fallen angels. The known antediluvian demiurges are Ishtar, Moloch, Nurghal and Ur-Baal. These beings are worshiped like gods among the members of the Vampire oligarchy as the first real ancestors.
These horrific entities were cast from the high heavens at the dawn of time. They were said to have betrayed the sleeping star god Zenithar and his archangel Metatron, going so far as to crucify Metatron on the Cross of the Rubicon in the diamond palace of Zenithar in the highest heavens. All the celestial hosts, archangels, different orders of Seraphim, Thrones and Cherubim attacked the traitorous angels and hurled them from the heavens. These fallen beings fell into the prime material worlds and were worshipped as gods by the unwitting and simply minded mortals that dwelled in these realms. In time these fallen angels demanded human and animal sacrifice to keep them mortal and they became addicted to devouring souls and drinking blood. It was said that these entities were the first to truly master necromancy and create numerous undead servants to serve them as they ruled. At one point they constructed the Empire of the Caanites which was vast and glorious but eventually the masses realized that these false gods' hunger was never ending and so they rose up, impaled these demiurges and petrified them into stone statues. The early magi orders united with the angelic choirs of this time to bombard the frozen polar glaciers of the south and north with pillars of furious sun-fire which unleashed a great flood that submerged the vast cities of the Caanites under the seas to keep these powerful beings trapped for all time. The magi orders coined the term "Antediluvian Demiurges" to describe these horrific fallen angels as false gods who came before the great world flood.
These beings generally appear like angels but might have no eyes and instead have a great bone plate or crown from where their eyes would be. They have great angelic wings but the wings are corrupted and appear midnight black or crimson red. Their bodies can appear ivory white, ebony black, crimson and oddly enough golden and they still retain aspects of their angelic past but their cruel and sadistic voices interrupted by insane wailing generally give them away. They are towering beings and even solar angels are small in comparison. Some antediluvian demiurges wear great flowing robes others are without clothes and generally all wield some type of great ebony blade whether it's a sword, scythe or saber.

Immortal Nature. An antediluvian demiurge doesn't require air, food, drink, or sleep.

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