God Hand (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

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God Hand[edit]

Medium celestial, lawful evil


Armor Class 25 (natural armor)
Hit Points 2500
Speed 30 ft., fly 80 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws +24 Strength, +24 Constitution, +24 Intelligence, +24 Charisma
Skills +24 Persuasion, +24 Intimidation, +24 Athletics, +24 Acrobatics, +24 History, +24 Perception, +24 Performance
Damage Resistances Magical piercing, slashing, and bludgeoning, fire, lightning, acid, cold
Damage Immunities All non-magical damage, Psychic, Necrotic, Radiant, Poison
Condition Immunities Prone, Frightened, Exhausted, Petrified, Blinded, Deafened, Poisoned, Stunned, Unconscious, Charmed
Senses passive Perception 34
Languages all, telepathy 120 ft.
Challenge 50 (1,220,000 XP)


Omnicognizant. The God Hand always goes first in turn order.

Causality Manipulation (5/day). The God Hand can choose to automatically succeed a saving throw before or after it rolls.

ACTIONS

Multiattack. The God Hand uses its Gravitic Blast, Brand of Sacrifice, or Gravitic Crush 5 times.

Brand of Sacrifice. Ranged Spell Attack: +24 to hit, 200ft range, 5 targets. Hit: The target gains the Sacrifice feat. Damage from the Brand of Sacrifice is increased by +15 if the creature is a member of the God Hand, which can reduce the creature below 10 hit points.

Gravitic Blast. Ranged Spell Attack: +24 to hit, 15 ft. cone. Hit: 210 (20d20) Force damage. Creatures in range must also succeed a DC 20 Constitution saving throw or be moved 30ft back and be knocked prone.

Gravitic Crush. All creatures within a 10 ft. radius within 120 ft. of the God Hand must succeed a DC 24 Dexterity saving throw or have their movement speed reduced to 0 and take 36 (2d6+10) force damage at the beginning of their turn. They may attempt a DC 24 Strength saving throw at the end of each of their turns, ending this effect early on a success. This effect ends early if they are targeted by Gravitic Blast.

REACTIONS

Instantaneous Halting. The God Hand forces one creature to succeed a DC 23 Constitution saving throw or become paralyzed. They must either be hit by Gravitic Blast or another creature must spend their action and bonus action to stop this effect.

LEGENDARY ACTIONS

The The God Hand 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 The God Hand regains spent legendary actions at the start of its turn.

Summon Apostle. The God Hand summons one Aberration, Fiend, Fey, or Celestial with a CR lower than its own. This creature is controlled by the God Hand.

Flesh Sphere. The God Hand instantly kills one willing creature within 200 ft., and they become the center for the God Hand's Gravitic Crush.

Environmental Manipulation. The God Hand manipulates the landscape around them. A 15ft square of already existing terrain becomes difficult.

The God Hand is a group of 5 vaguely humanoid beings that dwell in the deepest layer of the abyss. They act as the sole originator of all demons. They all draw their power from a single massive well of souls sourced from their servants and those they brand. They can manipulate, if not completely control, the concept of causality. The only way to come face to face with the God Hand is to be in possession of a behelit at your lowest time of need, or to be the most important person to a behelit holder. The former becomes a demon in service of the God Hand, while the later is sacrificed for power; their soul joining the well.

The God Hand
Crimsion Behelit

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