Satan, God’s Twisted Visage (5e Creature)
Satan
Medium fiend (demon), chaotic evil Armor Class 30 (natural armor)
Saving Throws Strength +30, Dexterity +29, Constitution +28, Intelligence +29, Wisdom +28, Charisma +30 God’s First Will. “You must exist beyond eternity. And at the end of eternity, you will report back to me with the answer.” Until God deems otherwise, whenever Satan takes damage that reduces his health below 1 hit point, he instead remains at 1 hit point. Additionally, Satan is immune to all instant death effects, including the Wish spell and divine intervention. God’s Second Will. “I need you... to go to hell.” Until God deems otherwise, Satan cannot leave Hell, or whichever realm acts as “Hell” in your campaign. Additionally, Satan has full control over every aspect of Hell, and can create any demon he desires as a bonus action. God’s Third Will. “After a few billion years, I learned why I’m here. I exist to suffer. I had to learn the fullest extent of suffering, so that I may reside over it.” Until God deems otherwise, Satan gains full control of any soul that enters Hell, and such a soul cannot leave Hell without Satan’s permission. Additionally, Satan can cause any soul under his control to feel any sensation Satan desires, such as extreme pain, loneliness, etc. While a soul is under the effect of this ability, Satan can cause the creature to be incapacitated, charmed, or frightened for as long as they are under the effects of this ability. Crippling Pain. Satan is constantly under near incapacitating pain, and gains a form of indefinite madness the DM chooses. Additionally, Satan automatically succeeds on all saving throws against anyone and anything causing Satan pain. First Child of God. Satan is aware of everything that has ever happened within the past. Additionally, Satan can tell when he hears a lie. Annihilating Power. Satan’s attacks bypass all resistances and immunities. Additionally, all damage Satan deals becomes a critical hit and is maximized. Primordial Blood. At the start of every turn, Satan regains 100 hit points, heals all wounds over 1d4 turns, mends all broken and fractured bones over 1d6 turns, and regenerates all lost body parts over 1d8 turns. Additionally, whenever Satan is dealt radiant or necrotic damage, he instead takes no damage and is healed for an amount of hit points equal to the necrotic or radiant damage dealt. Innate Spellcasting. Satan’s innate spellcasting ability is Charisma (DC 36). Satan can innately cast the following spells requiring no material, somatic, or verbal components, and can concentrate on multiple spells at once. Additionally, whenever a creature attempts to dispel or in any way alter one of Satan’s spells, they must succeed on a DC 36 Charisma check. If the check succeeds, they successfully dispel or alter the spell. On a fail, the creature takes 10d10 necrotic damage. Whether or not the creature succeeds, Satan becomes aware of their existence and exact location if he wasn’t already. At will: animate dead, blight, crown of madness, compel suicide, fear, fireball, greater invisibility, infernal law, power word pacify, shapechange, suggestion 5/day each: animate dead legion, control weather, eyebite, dominate person, mass mind wipe, mass suggestion (9th level), unleashed shadows, wild winds of chaos 3/day each: control weather, circle of death (7th level), eviscerate, greater harmfield, feeblemind, finger of death, mass harm mute (9th level), miasma of death, mind scour, spirit maelstrom, wail of the banshee, waves of exhaustion 1/day each: apocalypse from the sky, brand of undeath, break, dominate monster (9th level), flay, eversion, geas (9th level), necropolis, malcador’s fallen star, power word heal, power word kill ACTIONSClaws. Melee Weapon Attack: +30 to hit, reach 5 ft., one target. Hit: 135 (10d20 + 30) slashing damage. Demonic Touch. Melee Spell Attack: +30 to hit, reach 10 ft., one creature. Hit: 85 (10d10 + 30) necrotic damage. Satan regains hit points equal to the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is grappled (escape DC 36). Satan can continue to use the Demonic Touch action on a grappled creature once a turn. Strength Drain. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 17 (2d6 + 10) necrotic damage, and the target's Strength score is reduced by 2d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later. Harrowing Roar (Recharge 6). Satan emits a magical roar or laugh. Each creature of Satan’s choice within 360 feet of him that is able to hear the roar must make a DC 36 Wisdom saving throw or take 55 (10d10) psychic damage and be frightened for 1 minute. A creature that succeeds on its saving throw takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Soul Drain (Recharge 5-6). Ranged Spell Attack: +19 to hit, range 60 ft., one creature. Hit: 46 (10d6 + 10) necrotic damage. The target makes a DC 36 Constitution saving throw or Satan regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores Saran to his hit point maximum, he gains the excess as temporary hit points. A creature slain in this way cannot be revived through any means except the Wish spell or divine intervention. Death Gaze. Each creature of Satan’s choice that is within 360 feet of him must succeed on a DC 36 Constitution saving throw or die. If a creature's saving throw is successful, the creature is immune to the demon’s Death Gaze for the next 24 hours. LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. |
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