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The Devil

"The devil came, dressed all in black, holding a white hand - Last words of an angel"

The devil was beautiful, handsome and unabashed by those beneath him. When he was created by God, he was made to be the reflection of light and thus was beautiful. So beautiful, that he thought that his beauty was his and was not given to him.

So he waged war to glorify himself. But when one becomes consumed by darkness, no matter how beautiful or amazing one is, no one would be able to see it. He was then cast down and with him, his most loyal servants. As punishment, the devil's face was removed, to remove him of his most important belonging, was nothing short of hell. Cast out and humiliated, the devil swore revenge and promised that it would take the heavenly throne.

In his road to vengeance, the devil plans on corrupting every soul in the multiverse so that one day he can absorb all of them, allowing him the power to compete with the very being that created and cast him out. Proud, conceited and most of all devastatingly intelligent, the devil will always be one step ahead.

Should anyone be foolish enough to fight him, whether good or evil, will realize that the devil is filled with a level of violence unbefitting his devilishly handsome appearance.

But despite his plans he knows full well that he could not defeat God nor could he dethrone him, only his pride pushed him forward. To make his revenge worth it, the devil promises to damn every soul possible even if it means him dying.

The Devil's Lair

The Devil's lair or home was once the heavenly realm, but ever since his fall, he has long since claimed another lair. But unlike powerful creatures, the lair of the devil is different, as long as he is in a place without the heavenly blessing of his creator, it is considered his lair.

Wherever the devil is, he naturally affects the area he inhabits. When his avatar touches the material plane, a 50 mile area becomes unnaturally cold and the sun gets blot out by dark clouds, non magical and magical flames only shed dim light and evil creatures become more irritable and prone to mistakes while good creatures are plagued by near unstoppable temptations. Creatures can sense the direction of the devil's location. Most evil creatures will be compelled to come to where the devil is and greet him respectfully before offering their services.

In his lair, the Devil's avatar has access to his lair actions. Its lair also has unique traits. The Devil's avatar found in his lair has a challenge rating of 33 (215,000 XP).

Lair Actions (The Devil's Avatar)

On initiative count 20 (losing initiative ties), the devil's avatar takes a lair action to cause one of the following magical effects. The devil's avatar cannot use the same effect two rounds in a row:

  • The Devil's avatar releases it's inner violence and each creature in it's lair must succeed a DC 25 Wisdom saving throw or be frightened. In addition, the devil's avatar gains a +10 damage to his melee attacks and his hellfire action's damage is maximized until the end of his next turn.

  • The Devil's avatar reaches out to the deepest parts of his enemies' minds and attempts to tempt them to his side. One creature of the devil avatar's choice must succeed a DC 25 Wisdom saving throw or be put under the effects of the spell Dominate Person. A creature can take the saving throw at the start of their turns to remove the effect.

  • The Devil's avatar opens a small rift in the world and summons his servants. Roll a D10 on the summoning table. Creatures summoned by the devil's avatar, that are affected by any spell that banishes them, immediately banishes them.

d10 Creature Amount
1 Pit Fiend 1
2 Goristro 1
3 Bone Devil 2
4 Veteran 3
5 Acolyte 4
6 Cult fanatic 4
7 Knight 3
8 Glabrezu 2
9 Erinyes 1
10 Balor 1

Regional Effects

The region where a devil's avatar resides, is infused with the devil avatar's magic, which creates one or more of the following effects:

  • All lights, whether magical or non-magical within 1 mile of the devil avatar is considered dim light, while non-magical light 1 mile away from the devil avatar is considered dim light and magical light is unaffected. If there is no light present, creatures are under magical darkness.

  • Evil creatures can feel the presence of the devil avatar and know his direction, and also the impulse to meet and pledge their loyalty to him. Good creatures must constantly succeed a DC 15 Wisdom saving throw or have their alignment be turned to evil.

  • When a creature or NPC, that revere or follow any good deity, enters the devil avatar's realm for the first time, they must succeed a DC 15 Charisma saving throw or become inflicted with indefinite madness and lose their ability to use any class feature or ability, except for their physical skills.



The Devil's Avatar

Large fiend, lawful evil


  • Armor Class 26 (Article of the Fallen)
  • Hit Points 1000 (50d10+500)
  • Speed 50 ft., fly 180 ft.

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

  • Saving Throws Str +19, Dex +19, Con +19, Int +19, Wis +19, Cha +19
  • Skills All +19, perception +20
  • Damage Vulnerabilities radiant
  • Damage Resistances bludgeoning, piercing, and slashing damage from a +5 magical weapons or less
  • Damage Immunities fire, force, necrotic, poison; bludgeoning, piercing, and slashing damage from non-magical weapons or less
  • Condition Immunities charmed, exhaustion, frightened, poisoned, blinded
  • Senses truesight 1000 ft. passive perception 30
  • Languages All, telepathy 1000 ft.
  • Challenge 30 (155,000 XP)

Discorporation. When the devil's avatar drops to 0 hit points or dies, his body is destroyed but his essence travels back to Lucifer Morningstar, and he is unable to create another avatar for a time.

Innate Spellcasting. The Devil's Avatar spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components:

At will: detect evil and good, hold person (9th level), charm person (9th level)

3/day each: dominate person (9th level), dominate monster (9th level), fire ball(9th level), plane shift, teleport

1/day each: Perfected Finger of death, gate, meteor swarm, power word kill (HP threshold 200)

Eternal. The hit points of the devil's avatar is maximized instead of being averaged.

False Form. The devil's avatar takes quadruple radiant damage instead of double.

King of Fiends. The devil's avatar is the absolute lord of all fiends and his words are absolute. Any fiend or creatures with fiendish heritage or bloodline has disadvantage on all saving throws from the Devil's Avatar.

Lord of Oblivion. The Devil is destined to one day die and become nothing, and he makes use of this destiny. Creatures that attack or touch the devil's avatar take 26 (4d12) cold damage and 26 (4d12) necrotic damage. In addition, the devil avatar's attacks deal an extra 26 (4d12) cold damage plus 26 (4d12) necrotic damage.

Magic Resistance. The devil's avatar has advantage on saving throws against spells and other magical effects.

Perfection. The devil's avatar ignores charm immunity and all his charisma based rolls that roll below 9 is considered a 10.

Actions

Multiattack. The Devil's Avatar makes 3 melee attacks.

Withering Touch. Melee Weapon Attack: +19 to hit, Reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage plus 26 (4d12) cold damage and 26 (4d12) necrotic damage. In addition, creatures must succeed a DC 12 Constitution saving throw or turn to dust.

Dying Grip. The Devil's Avatar makes a grapple attack against a medium sized creature within reach. If he hits and wins the strength contest, he restrains the targeted creature, by chocking them. At the start of the devil avatar's turn, he can use a bonus action to drain the life of the creature, dealing 52 (8d12) necrotic damage and healing him for the damage dealt. He can grapple two medium creatures at the same time but if both hands are used he cannot use his other attacks that requires his hands.

Hellfire Cannon. Ranged Spell Attack: +19 to hit, Range 600/1200 ft., one target. Hit: 36 (4d12 + 10) fire damage plus 36 (4d12 + 10) necrotic damage. In addition, creatures must succeed a DC 12 constitution saving throw or turn to dust.

Overwhelming Darkness (Recharge 5-6). The Devil's Avatar releases a powerful burst of darkness that sucks all the life and heat in a 120-feet cone. Each creature in that area must make a DC 27 Constitution saving throw. On a failed save, a creature takes 65 (10d12) necrotic damage and 65 (10d12) cold damage plus 65 (10d12) force damage. On a successful save, a creature takes no damage.

Legendary Actions

The Devil's Avatar can take 5 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 Devil's Avatar regains spent legendary actions at the start of his turn.

Teleport. The devil's avatar magically teleports, along with any equipment he is wearing or carrying, up to 1000 feet to an unoccupied space he can see.

Hell Burst (Costs 2 Actions). The devil's avatar releases a burst of hellish energy around 10 feet of him, each creature in that area must succeed a DC 27 Strength saving throw or be knocked back by 30 feet and knocked prone.

Hell Scythe (Costs 3 Actions). The devil's avatar makes a melee attack against every creature around 5 ft. of him. Creatures hit take 75 (10d12 + 10) slashing damage plus 26 (4d12) cold damage and 26 (4d12) necrotic damage.

Equipment

Article of the Fallen (Sealed)

Wondrous Item, artifact (requires attunement by any evil creature)

A beautiful medieval style suit with an absolutely stunning overcoat draped over it. It's design is simple black but the color seems to move as if the suit is alive and writhing. It is filled with divine power that surpasses what most gods can make, but at what price?

You gain these following benefits while wearing the Article of the Fallen:

  • While wearing the this item, your alignment permanently becomes lawful evil, even if you remove the suit.
  • You can cast Perfected finger of death as an action once every long rest (Spell DC 25).
  • You do not age and do not need to eat, sleep or rest.
  • You gain immunity to fire and non magical bludgeoning, piercing and slashing damage.
  • You gain a flight speed of 30 ft.
  • You gain truesight to 120 ft.
  • Your AC is 20 + Dex Modifier.
  • You gain an extra 6 hit dice on top of your current hit dice.
  • Your charisma stat becomes 24 (+7), but if it is already higher, then it has no effect.
  • You gain immunity to charming effects.
  • The owner gains the following flaw: “I hear the whispers of the dark lord, and I will follow his every will until he sees fit to relieve me of his precious artifact."

Curse: The wearer has the compulsion to act like a perfectly composed gentleman filled with cunning and wit, but is also filled with the compulsion to plan meticulously evil plots. The devil's avatar whispers dangerous secrets to the owner to further his own goals, if the owner suppresses the whispers and does not follow them, they must succeed a DC 27 Wisdom saving throw or lose the artifact and become subject to the spell feeblemind. If the owner succeeds 3 times, the article stops whispering.

Ring of the first evil (Sealed)

Wondrous Item, artifact (requires attunement by any evil creature)

A black smooth obsidian ring with 3 red gems embedded on the center. When Lucifer wished to repent and become one with the light again, he poured all his evil, his hate, his sins and most importantly his pride into a blasphemous creation, the ring of the first evil.

You gain these following benefits while wearing the Ring:

  • Your alignment becomes lawful evil, and nothing can change this except the intervention of a supreme deity or a similar level being.
  • You become undying, will not age, and will resurrect at the place you died 24 hours later, unless the ring is removed before dying. If the ring is removed after death, the owner will still resurrect 24 hours later with the ring in his possession.
  • You can cast Absolute Death as an action, once per long rest (Spell DC 25).
  • You can cast Finger of death as an action, 5 times every long rest (Spell DC 25).
  • You can cast Shield as a reaction, as an at-will spell.
  • You gain truesight to 120 ft.
  • You gain immunity to charming effects.
  • Your touch deals 26 (4d12) necrotic damage and heals you for the same amount as the damage dealt. This deals triple the dice damage against celestials.
  • The owner gains the following flaw: “I will rule this world, and if I cannot have it, then no one can."

Curse: The wearer is now damned and no help from any deity, except supreme deities can absolve the owner of his sins.

Token of the Devil

Token, Legendary

A small token gifted by the devil to those he deems amusing, worthy of his time, or just a whim. Activating the token of the devil has different effects. Roll on the d8 table:

d8 Effect
1 Summon a hostile Balor
2 Summon a subservient Erinyes
3 True Resurrection
4 Meteor Storm
5 Wish
6 Summon a fallen angel
7 Summon the Devil's Avatar
8 Summon Lucifer Morningstar for 1 minute

Spells

Perfected Finger of Death

9th-level Necromancy


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

You send extremely dense negative energy towards a creature that you can see within range, causing it excruciating pain. The target must make a Constitution saving throw. It takes 20d8+60 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a ghoul that is permanently under your Command, following your verbal orders to the best of its ability.

Absolute Death

10th-level Necromancy


  • Casting Time: 1 action
  • Range: touch
  • Components: S
  • Duration: Instantaneous

You touch a creature and stop their body and soul. A creature must succeed a Constitution saving throw. On a failed save, a creature dies and cannot be resurrected by any spell weaker than a 10th level spell. On a successful save, a creature takes 110 (20d10) necrotic damage.

At Higher Levels. When you cast this spell at higher levels, increase the damage by 10d10 and the resurrection spell required increases by 1 for ever level above 10th level.

Lucifer Morningstar

"If you desire something, just take it. -Lucifer Morningstar"

The discarded name of the devil, originally called the lightbearer, he who once harbored light is now the bearer of darkness and all of its evil. Angry and full of vengeance, he strives to dethrone his father and rule all over creation, whether he succeeds or not, Lucifer will make sure that if he loses, it will be a pyrrhic victory.

Despite his fall, Lucifer still retains the large majority of his power and should not be underestimated. But even though he is more than capable to destroy any mortal and a majority of gods, he prefers to use his words and wit. There are times when the nigh omnipotent devil would purposely restrict himself just to play with his opponents, even when it risks losing.

Proud and still conceited, Lucifer will make sure that all his enemies cower in fear, either by name or by presence. But despite his pride, Lucifer is not someone who will walk right into his enemies plans, unless it is to show them how pitifully naive and weak their minds are compared to his. Unfortunately, the devil has no clear weakness despite his pride, for he knows that the actions of others would never be able to truly tarnish his reputations.

Beautiful, charismatic and dangerously seductive, Lucifer is the pinnacle of perfection that any mortal would desire. When Lucifer Morningstar decides to move, it is the time when all the gods, demons and primordials take their time to look into the future, because it is sure that there is a chance there might be no future.

Lucifer's Lair

Lucifer's lair is everywhere excluding the heavenly realms. As long as Lucifer chooses to manifest, as long as it is not the heavenly realm, it is considered his lair. Unless the place he chooses to manifest has been blessed by his creator for at least 1000 years, then it is still considered his lair. A personal messiah by his creator can also cancel out his lair abilities.

Wherever Lucifer manifests, he naturally affects the area he inhabits. When he appears in the material plane, a 1000 mile area becomes unnaturally cold and the sun gets blot out by dark clouds, non magical flames die and magical flames only shed dim light and evil creatures become more irritable and prone to mistakes while good creatures are plagued by near unstoppable temptations. Creatures can sense the direction of the Lucifer's location. Most evil creatures will be compelled to come to where the devil is and greet him respectfully before offering their services.

In his lair, Lucifer Morningstar has access to his lair actions. His lair also has unique traits. If Lucifer Morningstar is found in his lair he has a challenge rating of 45 (595,000 XP).

Lair Actions (Lucifer Morningstar)

On initiative count 20 (losing initiative ties), Lucifer Morningstar takes a lair action to cause one of the following magical effects. The devil's avatar cannot use the same effect two rounds in a row:

  • Lucifer chooses one creature to show his higher form, driving weaker minds insane. A creature of his choice must make a DC 38 Wisdom saving throw or be subject to the spell feeblemind. The creature can take a saving throw at the start of their turn to end the effect on themselves, if they succeed. But should they fail 3 consecutive times, they die.

  • Lucifer rips a hole in the world and summons a powerful fallen angel.

  • Lucifer summons a gargantuan meteor that hits and explodes in a 1000-feet area, within his lair. Creatures in the area of the meteor must make a DC 38 Constitution saving throw. On a failed save, a creature takes 350 (100d6) fire damage and 350 (100d6) bludgeoning damage and is knocked unconscious. On a successful save, a creature takes half damage and is not knocked unconscious. This ignores immunities and resistances unless otherwise noted.

Regional Effects

The region where Lucifer Morningstar resides, is infused with his magic, which creates one or more of the following effects:

  • All lights, unless magical, within 1 mile of Lucifer Morningstar dies out, while magical light within 1 mile is considered dim light and any light, even magical ones, away from Lucifer Morningstar is considered dim light as long as it is within his lair. If there is no light present, creatures are under magical darkness.

  • Evil creatures can feel the presence of the devil avatar and know his direction, and also the impulse to meet and pledge their loyalty to him. Good creatures must constantly succeed a DC 25 Wisdom saving throw or have their alignment be turned to evil.

  • When a creature or NPC, that revere or follow any good deity, enters the devil avatar's realm for the first time, they must succeed a DC 25 Charisma saving throw or become inflicted with indefinite madness and lose their ability to use any class feature or ability, except for their physical skills.

First Appearance

Creatures that see Lucifer for the first time are affected by one of the following effects. Roll on the d6 table for the effects:

d6 Effects
1 Change their alignment to Evil and gain the ability to transform into a balor. that lasts for a minute per day.
2 Change their alignment to Evil and gain the ability to cast perfected finger of death once per day.
3 The creature no longer ages nor have need to eat or sleep.
4 The creature's body slowly decays to appear more undead.
5 The creature is plagued by surreal and horrifying nightmares.
6 The creature rolls on the indefinite madness table.


Lucifer Morningstar

Medium celestial, lawful evil


  • Armor Class 38 (Article of the Fallen)
  • Hit Points 3450 (150d8+1500)
  • Speed 300 ft., fly 1000 ft.

STR DEX CON INT WIS CHA
40 (+15) 40 (+15) 40 (+15) 40 (+15) 40 (+15) 50 (+20)

  • Saving Throws Str +25, Dex +25, Con +25, Int +25, Wis +25, Cha +30
  • Skills All +25, deception +30, intimidation +30, perception +30, performance +30, persuasion +30
  • Damage Immunities fire, force, necrotic, radiant, poison; bludgeoning, piercing, and slashing damage from a +5 magical weapons or less
  • Condition Immunities All
  • Senses truesight 10000 ft. passive perception 40
  • Languages All
  • Challenge 40 (405,000 XP)

Discorporation. When Lucifer drops to 0 hit points or dies, his body is destroyed but his essence travels back to his own personal hell, and he is unable to manifest for a time.

Eternal. The hit points of Lucifer Morningstar is maximized instead of being averaged.

Infinite Existence. Aware that his creator never planned for the rumored apocalypse, he enjoys his infinite existence. Creatures that attack or touch Lucifer Morningstar take 105 (10d20) radiant damage. In addition, Lucifer Morningstar's attacks deal an extra 105 (10d20) radiant damage.

Innate Spellcasting. Lucifer Morningstar's spellcasting ability is Charisma (spell save DC 38). He can innately cast the following spells as 9th level spells, requiring no material components:

At will: cone of cold, detect evil and good, dominate person, dominate monster, fireball,

3/day each: absolute death (11th level), meteor swarm (11th level), power word kill (11th level), plane shift, teleport

1/day each: Perfected Finger of death (11th level), gate, heart of the apocalypse, cold of the void

Limited Magic Immunity. Unless Lucifer wishes to be affected, he is immune to spells of 8th level or lower and has advantage on saving throws of all spells and magical effects.

Peerless Existence. Lucifer Morningstar ignores the damage resistances, immunities, and absorption along with condition immunities against creatures and players that are below level/CR 35.

Perfection. Lucifer Morningstar ignores charm immunity and all his charisma based rolls that roll below 9 is considered a 10.

The First Evil. Any evil creature has disadvantage on all saving throws and ability checks against Lucifer Morningstar.

Actions

Multiattack. Lucifer Morningstar makes three fist attacks.

Fist. Melee Weapon Attack: +25 to hit, Reach 5 ft., one target. Hit 195 (30d12) bludgeoning damage plus 105 (10d20) radiant damage. Lucifer can spend his bonus action to send his target flying. A creature hit must succeed a DC 28 Strength saving throw or be flung 1000 feet away in a direction of Lucifer's choice and be knocked prone.

Will of Words. Lucifer speaks any single word he chooses against a creature of his choosing. If that creature has 250 hit points or below, they will immediately do so, even if it means dying.

Behemoth (Recharge 4-6). Melee Weapon Attack: +25 to hit, Reach 30 ft., one target. Hit 520 (80d12) bludgeoning damage plus 105 (10d20) radiant damage. Lucifer can spend his bonus action to send his target flying. A creature hit must succeed a DC 28 Strength saving throw or be flung 1000 feet away in a direction of Lucifer's choice, be knocked prone and be stunned.

Leviathan (Recharge 4-6). Melee Weapon Attack: +25 to hit, Range 10,000/100,000 ft., one target. Hit 540 (120d8) piercing damage plus 105 (10d20) radiant damage. Lucifer can spend his bonus action to send his target flying. A creature hit must succeed a DC 28 Strength saving throw or be flung 1000 feet away in a direction of Lucifer's choice and be pinned to a solid wall or floor that the creature hits.

Lightbearer's Radiance (Recharge 5-6). Lucifer releases his powerful aura around him that reaches a 1000-foot-area. Each creature in that area must make a DC 38 Constitution saving throw or take 1050 (100d20) radiant damage on a failed save and be blinded permanently, or take half as much damage and not be blinded. Creatures that die turn to dust and cannot be resurrected.

Legendary Actions

Lucifer Morningstar can take 5 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. Lucifer Morningstar regains spent legendary actions at the start of his turn.

Universal Shift. Lucifer Morningstar magically teleports, along with any equipment he is wearing or carrying, to any place he wishes.

Melee Attack (Costs 1 Action). Lucifer makes a melee attack, and can use rechargeable melee attacks if available.

Lightbear's Fall (Costs 2 Actions). Lucifer conjures a powerful 100-foot cone in front of him. Each creature in that area must succeed a DC 38 Dexterity saving throw or take 210 (20d20) radiant damage on a failed save, or half as much damage on a successful save.

Rules of 10th level magic and above

When powerful beings such as Lucifer Morningstar, decide to enter battle, it is not unusual for powerful beings such as him to cast magic above what others are capable. The following rules apply for all magic that are below 9th level magic raised to 10th level magic. In addition, due to the powerful nature of 10th level magic and above, spells below 9th level cannot be raised past 11th level.

10th level spells
Category Changes
Damage dice Doubled (2x)
Healing dice Quadrupled (4x)
Damage Bonuses Doubled (2x)
Range Doubled (2x)
Range of AOE Doubled (2x)
Duration Doubled (2x)
Amount of Targets Doubled (2x)
Spells that create matter Double (2x) the amount or size
Spells that summon creatures Double (2x) the CR
Spells that use an HP Threshold Double (2x) the hp threshold.
11th level spells
Category Changes
Damage dice Quadrupled (4x)
Healing dice Sixtupled (6x)
Damage Bonuses Quadrupled (4x)
Range Quadrupled (4x)
Range of AOE Quadrupled (4x)
Duration Quadrupled (4x)
Amount of Targets Quadrupled (4x)
Spells that create matter Sixtuple (6x) the amount or size
Spells that summon creatures Triple (3x) the CR
Spells that use an HP Threshold Quadruple (4x) the hp threshold.
 

Spells

Heart of Apocalypse

12th level Evocation


  • Casting Time: 1 action
  • Range: 500 ft.
  • Components: V, S, M (The heart of the elemental prince of fire & 2 flametongue, which the spell consumes)
  • Duration: Instantaneous

An immensely powerful dense ball of apocalyptic fire appears on your hands and can fire it to a point of your choice within range, where it explodes in a 200-foot-radius sphere. Each creature in that area must make make a Constitution saving throw. On a failed save, a creature takes 200d6 fire damage. On a successful save, a creature takes half as much damage. In addition, this spell ignores fire absorption, resistance and immunity of creatures or players with a CR/Level below 40.

You can refrain from firing the ball after completing the spell, if you wish. A small ball about the size of a sling baseball, warm to the touch, appears in your hand. At any time, you or a creature you give the ball to can fire the ball. It shatters on impact, with the same effect as the normal casting of the spell. You can also set the ball down without shattering it, it hovers 5 feet above the ground. Unless triggered, it will not explode.

Cold of the Void

12th level Evocation


  • Casting Time: 1 Action
  • Range: 1 mile
  • Components: V, S, M (The heart of the elemental prince of ice & a sphere of annihilation, which the spell consumes)
  • Duration: Instantaneous

You emanate cold energy that spreads unbelievably fast, affecting a 1 mile radius with you as the center. Each creature in that area must make a Constitution saving throw. On a failed, a creature takes 100d8 cold damage and is restrained forever, unless a fire-based spell or a dispel magic of the same level is cast on them. On a succesful save, a creature takes half damage and is not restrained. In addition, this spell ignores cold absorption, resistance and immunity of creatures or players with a CR/Level below 40.

If the aura reaches a body of water or a liquid that is principally water (including water-based creatures), it freezes the liquid to a depth of 10,000 miles over an of 10,000 miles. This ice lasts forever unless a fire-based spell or a dispel magic of the same level is cast on them. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. The Ice made from this spell has an AC of 30 and has 100 hit points with immunity to poison, radiant and non-magical damage.

Equipment

Article of the Fallen (True Form)

Wondrous Item, artifact (requires attunement by any evil creature)

A beautiful medieval style suit with an absolutely stunning overcoat draped over it. It's design is simple black but the color seems to move as if the suit is alive and writhing. It's divine power is overwhelming to the point that most gods cower at fear, but at what price?

You gain these following benefits while wearing the Article of the Fallen:

  • While wearing the this item, your alignment permanently becomes lawful evil, even if you remove the suit.
  • You can cast a 10th level Perfected finger of death as an action thrice every long rest (Spell DC 35).
  • You do not age and do not need to eat, sleep or rest.
  • You gain immunity to fire and non magical bludgeoning, piercing and slashing damage.
  • You gain a flight speed of 60 ft.
  • You gain truesight to 200 ft.
  • Your AC is 24 + Dex Modifier.
  • You gain an extra 12 hit dice on top of your current hit dice.
  • Your charisma stat becomes 30 (+10), but if it is already higher, then it has no effect.
  • You gain immunity to charming effects.
  • The owner gains the following flaw: “I hear the whispers of the dark lord, and I will follow his every will until he sees fit to relieve me of his precious artifact."

Curse: The wearer has the compulsion to act like a perfectly composed gentleman filled with cunning and wit, but is also filled with the compulsion to plan meticulously evil plots. The devil's avatar whispers dangerous secrets to the owner to further his own goals, if the owner suppresses the whispers and does not follow them, they must succeed a DC 38 Wisdom saving throw or lose the artifact and become subject to the spell feeblemind. If the owner succeeds 3 times, the article stops whispering.

Ring of the first evil (True Form)

Wondrous Item, artifact (requires attunement by any evil creature)

A black smooth obsidian ring with 3 red gems embedded on the center. The three gems pulse with godlike power, threatening to destroy all those around it. When Lucifer wished to repent and become one with the light again, he poured all his evil, his hate, his sins and most importantly his pride into a blasphemous creation, the ring of the first evil.

You gain these following benefits while wearing the Ring:

  • Your alignment becomes lawful evil, and nothing can change this except the intervention of a supreme deity or a similar level being.
  • You become undying, will not age, and will resurrect at the place you died 1 hour later, unless the ring is removed before dying. If the ring is removed after death, the owner will still resurrect 1 hour later with the ring in his possession.
  • You can cast a 11th level Absolute Death as an action, twice per long rest (Spell DC 38).
  • You can cast Finger of death as an action, at will (Spell DC 38).
  • You can cast Shield as a reaction, as an at-will spell.
  • You gain truesight to 200 ft.
  • You gain immunity to charming effects.
  • Your touch deals 52 (8d12) necrotic damage and heals you for the same amount as the damage dealt. This deals triple the dice damage against celestials.
  • You regenerate 30 hit points at the start of your turn.
  • The owner gains the following flaw: “I will rule this world, and if I cannot have it, then no one can."

Curse: The wearer is now damned and no help from any deity, except supreme deities can absolve the owner of his sins.