Judgement, the High Prosecutor (5e Creature)
Judgement, the High Prosecutor
Medium celestial, neutral Armor Class 90 (natural armor)
Saving Throws Strength +90, Dexterity +90, Constitution +90, Intelligence +90, Wisdom +90, Charisma +90 Elder God. At the start and end of every turn, Judgement regains all lost hit points, heals all wounds, mends all broken and fractured bones, and regenerate all lost body parts. Additionally, Judgement cannot be killed by instead death effects, the Wish spell, or divine intervention, and whenever Judgement falls below 1 hit point, he instead remains at 1 hit point. Supreme God’s Authority. All creature’s within 100 miles of Judgement with a challenge rating less than Judgement’s are automatically frightened by Judgement. Frightened creature’s follow Judgement’s commands out of fear regardless of the order. This effect lasts until Judgement chooses to release them, or after they enter a different plane of existence than Judgement. Additionally, Judgement can choose not to effect a creature. Supreme God’s Strength. Whenever Judgement can add an ability modifier to a roll or ability, he may instead add the appropriate ability score to the roll. There is no Escape From Punishment. All damage dealt by Judgement is treated as though the target had vulnerability to all damage, regardless of preexisting resistances or immunities. The Strong are Superior to the Weak. Judgement is immune to all damage and effects from creature’s with a lower challenge rating than Judgement’s. Additionally, all damage Judgement deals to creature’s with a challenge rating lower than Judgement’s is maximized and becomes a critical hit. Spell Immunity. Judgement is immune to all damage and effects from spells of 9th level or lower, unless he chooses to be effected. Divine Power. All of Judgement’s attacks deal an extra 20d8 radiant damage (already included in attack). Innate Spellcasting. Judgement can innately cast any spell 1st - 12th level spell from any spell list requiring no material, somatic, or verbal components (Save DC 98, +90 to hit). Additionally, whenever a creature attempts to dispel or in any way alter one of Judgement’s spells, they must succeed on a DC 90 Charisma check. If the check succeeds, they successfully dispel or alter the spell. On a fail, the creature takes 223 (20d20) psychic damage. Whether or not the creature succeeds, Judgement becomes aware of their existence and exact location if it didn’t already. ACTIONSMultiattack. Judgement can make up to 100 attacks whenever he makes the attack option. Spear of Judgement. Ranged Weapon Attack: +90 to hit, reach 10000 ft., one target. Hit: 253 (20d20 + 30) piercing damage + 90 (20d8) radiant damage. LEGENDARY ACTIONSThe Judgement can take 7 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 Judgement regains spent legendary actions at the start of its turn. |
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