Mighty Godling (5e Creature)

Mighty Godling

Medium humanoid (any race), any alignment


Armor Class 25 (natural armor)
Hit Points 725 (50d8+500)
Speed 100 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 24 (+7) 24 (+7) 24 (+7)

Saving Throws Str +19, Dex +19, Con +19
Skills Athletics +19, Perception +16
Damage Immunities fire, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses truesight 600 ft., passive Perception 26
Languages any five languages
Challenge 30 (155,000 XP)


Divine Awareness. The mighty godling knows if it hears a lie.

Godling's Weapons. A mighty godling's weapon attacks are magical, and bypass all applicable forms of damage resistance or damage immunity. A weapon deals quadruple damage when a mighty godling hits with it (included in the attack). A creature hit by a mighty godling's attack must make a DC 20 Constitution save or be stunned until the end of the mighty godling's next turn. A creature can only be made to make this save once per round.

Limited Magic Immunity. The mighty godling is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.

Rejuvenation. A mighty godling who is killed or destroyed comes back to life in 1d10 days with all its hit points. No mortal means can kill a mighty godling. To slay one for good requires an artifact or the intervention of a deity.

ACTIONS

Multiattack. The mighty godling can use its frightful presence. It then makes four greatsword attacks.

Greatsword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) slashing damage.

Frightful Presence. Each creature of the mighty godling's choice within 120 feet of it and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mighty godling's Frightful Presence for the next 24 hours.

Innate Spellcasting. The mighty godling's spellcasting ability is Wisdom (spell save DC 26, +16 to hit with spell attacks). A mighty godling can innately cast any spell from the cleric spell list, requiring no material components. A mighty godling can cast cantrips or 1st-3rd level spells at-will, a total of 12 4th-6th level spells per day, and a total of 6 7th-9th level spells per day.

LEGENDARY ACTIONS

The mighty godling can take 4 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 mighty godling regains spent legendary actions at the start of its turn.

Attack. The mighty godling makes one greatsword attack.

Crowdbreaker (Costs 3 Actions). The mighty godling makes one greatsword attack and applies the results to all creatures within reach.

Move. The mighty godling moves up to half its speed.

Smite (Costs 2 Actions). A creature within 600 feet of the mighty godling must make a DC 26 Dexterity save, taking 53 (15d6) points of radiant or necrotic damage on a failed save, or half as much on a successful one. This damage bypasses damage resistance and immunity.

Spellcasting. The mighty godling casts a cantrip or a 1st-3rd level spell.

A mighty godling is an immortal creature, who appears to be a member of a mortal race but is in fact a full-fledged petty god. By the standards of mortals, they are incredibly powerful and dangerous opponents.


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