The Waking God (5e Creature)

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Following all the rules of Batheron's Heel, even the strongest characters have next to no chance of walking away from a fight with The Waking God. Do not use this in normal encounters.

The Waking God

Gargantuan aberration, chaotic evil


Armor Class 19 (natural armor)
Hit Points 437 (25d20 + 175)
Speed 45 ft., 35 ft. flying(hover)


STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 24 (+7) 16 (+3) 12 (+1) 25 (+7)

Saving Throws Strength +15, Constitution +14, Charisma + 14
Skills Athletics +15
Senses passive Perception 18
Languages Fathertongue, but does not speak coherently
Challenge 25 (75,000 XP)


Horrid Reverberations. If a creature that understands Fathertongue reads the writing on the waking god's chest, they must make a DC 22 Wisdom saving throw, or take 50 (10d10) psychic damage.

Instant Regeneration. Whenever the waking god takes damage, it regains 1d10 hitpoints. If this puts the waking god back above 0 hitpoints, they regain an additional 10 hitpoints.

Unstoppable. The waking god can always move up to it's speed, and take an action, bonus action, and reaction. Nothing except being under 0 hitpoints can stop it from doing so.

Unknowable. The waking god cannot be seen or heard of by any means other than with your own senses. Divination spells that would reveal it instead show nothing.

ACTIONS

Multiattack. The waking god makes three first phase attacks(1st), and one second phase attack(2nd).

Thrash. (1st) Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 8) bludgeoning damage. If this attack hits, the waking god can make an additional Thrash attack. These attacks do not generate more attacks.

Sweep. (1st) Everything within 15 ft. must make a DC 18 Dexterity saving throw or take 12 (2d6 + 8) slashing damage, or half on a successful save.

Pulse. (1st) Ranged Spell Attack: automatically hits, range 60 ft., one target. Hit: 15 (5d6) force damage.

Hail. (1st) Ranged Weapon Attack: +10 to hit, range 45/170 ft., two targets. Hit: 12 (2d6 + 6) piercing damage.

Siphon. (2nd) Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (5d8 + 8) piercing damage. The waking god regains the damage dealt as hitpoints.

Noxious Rend. (2nd) Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 8) bludgeoning damage. If the attack deals at least 22 damage, the target takes an additional 15 (5d6) poison damage.

Bone Javelins. (2nd) The waking god rapidly forms and hurls two javelins made out of bone. Create two 300 ft. lines, with the waking god as the origin. The closest thing to the waking god in that line must make a DC 16 Dexterity saving throw or take 24 (4d12) piercing damage. If this destroys or kills the target, or they succeed on the save, it goes to the next closest target.

Jolt. (2nd) The waking god partially phases out of existence, and warps into a new location, leaving destruction in it's wake. It moves 40 feet in any direction, and can be through creatures or solid objects. Anything it moved through must make a DC 16 Constitution saving throw or take 18 (6d6) fire damage, or half as much on a succesful save.

Headrush. (2nd) The waking god conjures a massive psychic blast, affecting those heavily straining themselves most. Every creature within 30 feet of the waking god must make a DC 16 Intelligence saving throw or take 12 (3d8) psychic damage, or half as much on a successful save. If a target is currently concentrating on a spell, they instead take 20 (5d8) psychic damage on a failure.

Precognition. (2nd) The next attack roll made by the waking god automatically hits, or the saving throw made by a creature within 30 feet automatically fails.

Void Walk. (2nd) The waking god teleports to a location 60 feet in any direction. The next first phase attack it makes has advantage.

LEGENDARY ACTIONS

The waking god 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 waking god regains spent legendary actions at the start of its turn.

Unrelenting Fury. The waking god makes one second phase attack.

Have they no appreciation? I was the one that brought them here, elevated their understanding. I built this wretched island for these now fools, where they worship my creation. They have built shrines in it's appearance, a mockery of my work! It is built of nothing but fury, rage, yet I am so much more!
But they turn their backs still. They understand not the consequence of this, but they will someday soon. I will exile them to their own hell, to worship my machinations. When their false god awakes, perhaps they will understand what they have done.

The Waking God is a massive, beetle like humanoid, six monstrous arms framing it's armored forms. The biological weaponry covering these arms shift in and out of reality, changing forms seemingly at will, as while the the fighting style of the near demigod is violent and chaotic, it is in perfect sync with the storm it unleashes upon it's inevitable foes. Upon it's warped crest of gold, rests twelve unblinking eyes. It never sleeps, nor has it ever slept, for it has no need.

Within the waking god rests a shard of every single creature created upon the once hidden continent of Batheron's Heel, and as such, has no weaknesses. Any potential strategy pitted against it can be nullified altogether by a different option. A fitting soldier for the war which never came.


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