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View Full Version : D&D 5e/Next Dancer in the sea of time: 5e statistics for a homebrew mythic dragon goddess



JustPassing
2020-08-25, 07:14 PM
Hello everyone. As this is my first time posting on these forums I will start with a little bit of an introduction. For the past year I have been playing a dragon goddess in an epic scale 5e campaign with heavy planescape and spelljammer elements. Since there were no official rules that actually work for divine level beings, we worked with our dm in order to create a set of custom divine abilities. Since that campaign ended, I have rebuilt my character using the rules for mythic monsters. Since that redesign is now complete, I figured that I would post her complete statistics block and see if anyone is interested in what a creature suitable for an extreamly high end mythic 5e game can look like.

RAJARA
Gargantuan celestial (deity, dragon), chaotic neutral
Armor Class 23 (natural armor)
Hit Points 555 (30d20+240)
Speed 40 ft., fly 80 ft., swim 60 ft.
STR 26 (+8) DEX 28 (+9) CON 26 (+8) INT 28 (+9) WIS 24 (+7) CHA 26 (+8)
Saving Throws Str +15, Con +15, Wis +14, Cha +15
Skills Arcana +23, History +23, Nature +23, Perception +21, Religion +23, Stealth +16
Damage Resistances cold, lightning
Damage Immunities nonmagical damage
Condition Immunities conditions caused by nonmagical effects, charmed, exhaustion, frightened
Senses blindsight 360 ft., darkvision 480 ft., truesight 240 ft., passive Perception 31
Languages All, telepathy 240 feet.
Challenge 24

MYTHIC TRAIT
TimeÂ’s Protection (Recharges after a Short or Long rest). When Rajara is reduced to 0 hit points or dies, she doesnÂ’t die or fall unconscious. Instead she regains 555 hit points (this healing cannot be prevented or reduced) and all conditions affecting her end.


TRAITS
Creature Sense. Rajara is aware of the presence of creatures within 240 feet of her that have an Intelligence score of 3 or higher. She knows the distance and direction to each creature, as well as each creatureÂ’s Intelligence score, but canÂ’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic canÂ’t be perceived in this manner.

Divine Creation (Recharges after a Short or Long rest). By spending 1 minute in uninterrupted concentration, Rajara can create or reshape an object or creature within 240 feet of her. She can create any nonmagical object or objects whose total volume fits within a 20 foot cube, although the objects must be of a form and material that she has seen before. She may also use this ability to change any 20 foot cube of material into any other material of her choosing that she has seen before. She can also create a creature of her choice with a CR no greater than 6 that fits within a 20 foot cube. The creature is initially friendly to her, but she has no direct control over it unless it is one of her divine emissaries. Rajara cannot create or transmute magic items through the use of this ability, and she cannot create objects or creatures that are antithetical to her nature and province.

Dunamantic Mastery. Unless she chooses to be affected, Rajara is immune to all dunamancy spells and effects, as well as all spells and abilities that manipulate time.

Frightful Presence. While she is not underwater, creatures of RajaraÂ’s choice that start their turns within 240 feet of her and are aware of her must succeed on a DC 23 Wisdom saving throw or become frightened by her. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creatures saving throw is successful or the effect ends for it, the creature is immune to her Frightful Presence for the next 24 hours.

Immortality. Rajara is immortal and cannot die from natural causes, she does not age, and she does not need to eat, sleep, drink, or breathe.

Innate Spellcasting. Rajara is a 20th level spellcaster. Her innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She can innately cast the following spells, requiring no components:
• Cantrips (at will): all
• 1st level (at will): command, create or destroy water, gift of alacrity, healing word, magnify gravity, shield of faith
• 2nd level (at will): detect thoughts, fortune’s favor, mirror image, misty step, shatter, suggestion
• 3rd level (at will): dispel magic, haste, lightning bolt, nondetection, pulse wave, remove curse
• 4th level (4 slots): banishment, black tentacles, control water, gravity sinkhole, private sanctum
• 5th level (4 slots): cone of cold, greater restoration, legend lore, synaptic static, temporal shunt
• 6th level (3 slots): mass suggestion, mental prison, heal
• 7th level (3 slots): divine word, finger of death, resurrection
• 8th level (2 slots): dark star, reality break
• 9th level (2 slots): ravenous void, time ravage

Legendary Resistance. Rajara has advantage on all saving throws.

Limited Magic Immunity. Unless she chooses to be affected, Rajara is immune to all spells of 3rd level or lower.

Lure of the Deep. While she is submerged in water, creatures of RajaraÂ’s choice that start their turns within 240 feet of her and can see her must succeed on a DC 23 Wisdom saving throw or become charmed by her. A creature can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If the creatures saving throw is successful or the effect ends for it, the creature is immune to Lure of the Deep for the next 24 hours.

Magic Attacks. RajaraÂ’s attacks are magical.

Planar Travel (Recharges after a Short or Long rest). By spending 1 minute in uninterrupted concentration, Rajara can transport herself along with any objects she is wearing or carrying to any location on any plane of existence that she chooses. She must know the existence and location of her destination to transport herself to it.

Province Sense. Rajara has a limited ability to sense events involving her provinces. She automatically senses any event that involves 10 or more aquatic dragons (any dragon with an innate swim speed), the discovery of any lost knowledge that will have an impact on 1000 or more individuals, and major changes to the timestream that could radically alter the course of the future. She also senses whenever one of her names or titles is spoken. When Rajara senses an event, she merely knows that the event is occurring and where it is, she receives no sensory information about the event. Once she notices an event, she can use her remote sensing power to perceive the event.

Revelation. Rajara can automatically identify all divine spell effects (spells and effects originating from divine sources or creatures that draw power from divine sources) she can see. Additionally, Rajara instantly knows if a creature she can see attempts to lie to her.

Ritual Casting. Rajara can cast the following spells as rituals as if she knew the spells and had them prepared. She requires no components when casting rituals this way.
• 1st level: alarm, ceremony, detect magic, identify, purify food and drink, unseen servant
• 2nd level: animal messenger, augury, beast sense, magic mouth, silence, skywrite
• 3rd level: water breathing, water walk
• 4th level: divination
• 5th level: commune with nature, contact other plane
• 6th level: forbiddance

Siege Monster. Rajara deals double damage to objects and structures.

Visions of the Past (Recharges after a Short or Long rest). Rajara can call up visions of the past that relate to an object she holds or her immediate surroundings, and can mentally contact and interrogate the minds and essences of other creatures. She spends at least 1 minute in meditation, then receives dreamlike shadowy glimpses of recent events or creatures she is questioning. She can meditate in this way for 24 minutes, and must maintain concentration during this time, as if she were casting a spell.
Area Reading: As she meditates, she sees visions of recent events in her immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 480 foot cube), going back any amount of time. For each minute she meditates, she learns about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in her current situation.
Imago Interrogation: As she meditates, she can contact and interrogate the minds and essences of other creatures. For each minute that she meditates, she can ask one question and receive one answer from a single creature of her choice. She can contact creatures regardless of their location or distance, can contact creatures on other planes, and can send her essence backwards in time in order to contact a creature in the past. The questions are answered truthfully, and must be answered in a sentence of reasonable length (no more than 10 words). Contacted creatures can attempt a DC 23 Wisdom saving throw each time they are asked a question to avoid answering, and on a success she can never again target them with Imago Interrogation. Regardless of their saving throw, the creatures have no recollection of their interrogation.
Object Reading: Holding an object as she meditates, she can see visions of the objectÂ’s previous owner. After meditating for 1 minute, she learns how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature, going back any amount of time, she can spend 1 additional minute for each owner to learn the same information about that creature.

ACTIONS
Multiattack. Rajara can make three attacks, one with her bite, one with her claws, and one with her tail.

Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit: 26 (4d8+8) piercing damage and if the target is Large size or smaller it must succeed at a DC 23 Dexterity saving throw or be swallowed by Rajara. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside of Rajara, and it takes 10 (4d4) bludgeoning damage at the start of each of RajaraÂ’s turns. If Rajara takes 50 damage or more on a single turn from a creature inside of her, she must succeed at a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 15 feet of her. If Rajara dies, a swallowed creature is no longer restrained by her and can escape from her corpse by using 20 feet of movement, exiting prone.

Claws. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 22 (4d6+8) slashing damage and if the target is Large size or smaller it must succeed at a DC 23 Dexterity saving throw or be grappled by Rajara (escape DC 23).

Tail. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit: 22 (4d6+8) bludgeoning damage and if the target is Large size or smaller it must succeed at a DC 23 Strength saving throw or be knocked prone or pushed up to 30 feet (RajaraÂ’s choice).

Breath Weapon (Recharge 5-6). Rajara uses one of the following breath weapons.
Lightning Breath: Rajara exhales lightning in a 240-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Constitution saving throw, taking 70 (20d6) lightning damage on a failed save and are incapacitated for 1 round, a successful saving throw halves the damage and negates the incapacitation effect.
Tidal Breath: Rajara exhales freezing water in a 120-foot cone. Each creature in that cone must make a DC 23 Strength saving throw, taking 35 (10d6) bludgeoning damage plus 35 (10d6) cold damage on a failed save and are knocked prone or pushed up to 30 feet (RajaraÂ’s choice), a successful saving throw halves the damage and negates the push or prone effect.

Unleash the Depths (Recharges after a Short or Long rest). Rajara chooses a point within 120 feet of her where she tears through reality, creating a manifestation point. She chooses one of the following effects to issue from this manifestation point.
Fury: Rajara can direct a barrage of tendrils formed of lightning and water to issue forth and strike any number of creatures of her choice that she can see within 120 feet of the manifestation point. Each target must make a DC 23 Dexterity saving throw, taking 35 (10d6) cold damage plus 35 (10d6) lightning damage on a failed save and are restrained for 1 round, a successful saving throw halves the damage and negates the restrained effect. The tendrils then vanish.
Transport: Rajara and any number of willing creatures of her choice that she can see within 120 feet of the manifestation point are grasped by tendrils of water and yanked through space and time. The tendrils teleport Rajara and the chosen creatures to a point of her choice that she has visited within the past 24 hours, crossing planar boundaries if necessary. The tendrils then vanish.

Alter Form. Rajara can magically polymorph into any creature that is not antithetical to her nature and province that has a challenge rating equal to or less than her own. Rajara reverts to her true form if she dies, or when she spends an action to change back into her true form. Any equipment Rajara is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Rajara retains her alignment, hit points, hit dice, ability to speak, proficiencies, legendary resistances, Intelligence, Wisdom, and Charisma scores, as well as this ability. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or lair actions and regional effects of that form. Rajara can also assume the form of an object that is not antithetical to her nature and province, doing so follows the same rules for turning into a creature. Additionally, Rajara can use this ability to cause minor changes to her form, and can increase or decrease her size category by any amount that she chooses (this does not change any of her game statistics except for her size and reach).

Alter Reality (Recharges after a Short or Long rest). Rajara can cause a fundamental alteration in the fabric of reality. This ability functions as a wish spell with the following modifications. The spell requires no components, and the spell does not cause her to suffer from wish stress, but she can only use this ability to create effects and duplicate spells in line with her nature and province. She can use this ability to create a miracle or other form of divine intervention, and can also use this ability to bestow a blessing, curse, or supernatural gift upon a mortal creature.

Knowledge of the Ages. Rajara can choose one skill or tool. Until she uses this ability again she has proficiency with the chosen skill or tool.

Remote Communication. Rajara can speak to one of her own worshipers, or to an individual within 240 feet of a site dedicated to her, or within 240 feet of a statue or other likeness of herself. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, RajaraÂ’s voice can seem to issue from the air, the ground, or from some object of her choosing (but not an object or locale dedicated to another deity). In the latter case, anyone within earshot of the sound can hear it. Rajara can send a manifestation, omen, or dream instead of a spoken or telepathic message. The exact nature of this communication is determined by Rajara. RajaraÂ’s remote communication power can cross planar boundaries, and she can carry on one remote communication at a time. Once communication is initiated, Rajara can continue communicating without requiring an action until she decides to end it, or until she chooses to communicate with another creature.
Remote Sensing. Rajara can extend her senses to perceive anything within a radius of 240 feet around one of her worshipers, holy sites, or other objects or locales sacred to herself. This effect can also be centered on any place where someone speaks any of RajaraÂ’s names or titles for up to 1 hour after the name is spoken, and at any location when an event related to RajaraÂ’s province occurs. RajaraÂ’s remote sensing power can cross planar boundaries, and it does not create a magical sensor that other creatures can detect. Rajara can extend her senses to a single remote location and still sense whatÂ’s going on near her. Once Rajara chooses a remote location to sense, she automatically receives sensory information from that location until she chooses a new location to sense, or until she can no longer sense the location.

BONUS ACTIONS
Flaring Luminescence. Rajara causes the bioluminescent spots all over her body to flash with brilliant light. Each creature of her choice within 5 feet of her that can see her must make a DC 23 Constitution saving throw or be blinded for 1 round.

REACTIONS
Reactive Shift. When Rajara takes damage, she can shift herself partially out of time, halving the damage that she takes.

LEGENDARY ACTIONS
Rajara 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. She can forgo using them, and she canÂ’t use them while incapacitated or otherwise unable to take actions. If surprised, she canÂ’t use them until after her first turn in the combat. Rajara regains spent legendary actions at the end of her turn. If Rajara has any unspent legendary actions at the start of her turn, she can use her remaining legendary actions, ignoring the usual requirements and restrictions for doing so.

Bend Time. Rajara bends time around one creature she can see within 240 feet of her. That creature must make a DC 23 Wisdom saving throw or be affected by a slow or haste spell (RajaraÂ’s choice) for 1 round. This ability does not require concentration, and a creature affected by haste does not suffer from lethargy when the effect ends.

Grasping Coils. Rajara conjures coils of force and water around one creature she can see within 240 feet of her. That creature must make a DC 23 Strength saving throw or be restrained for 1 round. As an action, a creature can free itself or another creature from the coils by succeeding on a DC 23 Strength check.

Move. Rajara moves up to one-half her speed.

Power of the Deep (Costs 2 Actions). Rajara takes an action.

MYTHIC ACTIONS
If RajaraÂ’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using TimeÂ’s Protection.

Exile From Time. Rajara forces one creature she can see within 240 feet of her into a dream realm she has imagined into being. That creature must make a DC 23 Charisma saving throw or be banished to a dream demiplane for 1 round. The creature can use its action to make a DC 23 Charisma check, ending the effect on a success. When the effect ends, the creature reappears in the space it left, or in the nearest unoccupied space if that one is occupied.

Glimpse All Possibilities. Rajara glimpses the future, gaining the benefits of a foresight spell for 1 round.

Shatter Timeline. Rajara shatters the timeline of another creature she can see within 240 feet of her. That creature must make a DC 23 Charisma saving throw or Rajara creates a temporal echo of that creature in the unoccupied space nearest to them. The temporal echo functions as a simulacrum of the creature, acts just after the original creature in the initiative order, and is under RajaraÂ’s complete control. The temporal echo possesses nonmagical versions of all gear the affected creature is wearing or carrying, and disappears along with all of its equipment at the end of its turn. Rajara cannot use this ability on a temporal echo, and once a creature has been affected by this mythic action it becomes immune to it for 24 hours.

LAIR ACTIONS
When fighting inside her lair, Rajara can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Rajara takes a lair action and generates one of the following effects. She canÂ’t do so while incapacitated or otherwise unable to take actions. If surprised, she canÂ’t use one until after her first turn in the combat. Rajara cannot use the same lair action two rounds in a row.
• Rajara forms a wall out of the substance of the Crystal Athenaeum. This functions as a wall of stone spell with the following modifications. It does not require concentration, each of the panels has 10 hit points per inch of thickness, and it lasts until Rajara uses this lair action again or until she dies.
• Rajara causes the surface of the Crystal Athenaeum within a 240 foot radius of herself to become covered in a layer of ice. Until initiative count 20 on the next round, the area becomes difficult terrain, and any creature other than Rajara that enters the area or starts its turn there must make a DC 23 Dexterity saving throw or fall prone.
• Rajara causes the surface of the Crystal Athenaeum within a 240 foot radius of herself to become electrically charged. Until initiative count 20 on the next round, any creature other than Rajara that moves into or within the area takes 2 (1d4) lightning damage for every 5 feet that it moves.

REGIONAL EFFECTS
The region containing RajaraÂ’s lair is warped by her presence, which creates the following effects:
• Brilliantly hued coral grows in abundance within 6 miles of Rajara’s lair, forming a maze of labyrinthian structures and passages in the area around her lair. The coral acts as 20-foot-high, 20-foot-thick walls that block line of sight. Each 10-foot cube of coral has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. Any creature that attempts to approach the Crystal Athenaeum through any method other than teleportation finds itself at the start of the coral maze, and must travel through it in order to reach her lair. This occurs regardless of what direction and angle the creature was approaching her lair from. Rajara can choose to exclude creatures from this effect.
• All aquatic creatures within 6 miles of Rajara’s lair that have an Intelligence score of 2 or lower are charmed by her. Such creatures serve as her eyes and ears around her lair.
• All bodies of water within Rajara’s lair become useable as the focus component for scrying magic. Any creature with an Intelligence score of 3 or higher inside her lair can cast scrying as an innate spell once per day, requiring no components other than a body of water as a focus.
If Rajara dies, aquatic creatures around her lair are no longer charmed by her and lose their link to her. The coral maze remains, but creatures are no longer forced to travel through it. Other conditions surrounding her lair return to normal over the course of 1d10 days.

Given that these statistics are far from finalized, any and all feedback would be greatly appriciated. If anyone wants more information about the character, the campaign, or anything else, I would be happy to provide that.