The Solar Compendium



Table Of Contents
-
3 The Solar
5 Ragani "The Wings of Absolute Flame"
-
7 Arrid "The Golden Heart"
-
9 Gaeshema "The God Fist"
-
11 Velik "Heaven's Marksman"
-
13 Taciax "The Hand of Death"
-
15 Taciax "The Infinite Void"
-
16 Adimus "The Forger"
-
20 Clarion "The Metaphysical King"
-
22 Namar "The Voracious Gourmandizer"
-
24 Aziraphale "The Warden"
-
26 Adithar "The Soul-Seeker"
-
29 Adithar "The Soul God"
-
30 Caelum "The Sun Emperor"
-
32 Tystra "The Moon Empress"
-
34 Viryn "The Good Mercenary"
-
36 Kamela "Paradigmatic Enchantress "
-
38 Kaiyoqua "The Wings of the True Seas"
-
40 Zadacrel "The Prayer of a Thousand"
-
43 Magnus "The First Scholar"
-
46 Magnus "The Curator of Infinity"
-
47 Remphar "The Astral Timekeeper"
-
49 Rundelia "The Undying Light"
-
53 Iurstina "The Advocate for the Voiceless"
-
56 Eridion "The Saint of Progress"
-
62 Mentis "The Heart of the Hurricane"
-
64 Maia "The Soul of the Soil"
-
66 Xephalam "King of the Heavens"
-
69 Xephalam "The Destroyer"
-
72 App. A: Optional Rules for the Solars
-
75 App. B: Player Options
-
78 App. C: Items
-
83 App. D: Avatars & Aspects
-
83 App. E: NPCS & Greater World Influencers
The Solar
Solars are known as the most powerful and ancient celestials that exist, a fitting description. Solars are the most powerful force of good that exists in the multiverse and only the greatest of evil entities have dared to approach these divine bastions of powerful light. Even the most powerful fiends fear the might of the godlike solar and only the multitude of demon lords and arch-devils would be audacious enough to meet them in battle without the assistance of any trickery.
Birth and existence
When there was nothing except the primordial void, a powerful explosion of light shocked creation. In the center of this powerful explosion was a divine embryo that housed 23 divine entities. These unborn entities were the solars, the first to exist in the young multiverse. They were later followed by the aberrations who claim to be the oldest.
Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and wisdom. There are only twenty-four solars in existence since it is impossible for deities to create them with their essence given the solar's godlike power and immeasurable strength.
It is rumored that the lesser angels were created by the gods in the image of the solars but could not fully replicate the power and might of the solars.
It is unknown where solars draw their power from but it is rumored that the solars draw their power from the positive planes.
No entity knows the true origin of the solars. No one knows whether the solars have a creator or are naturally born. Despite the mystery surrounding them, no one is brave enough to confront Xephalam, the first solar. No matter the reason, solars exist to do good and vanquish evils that threaten to upend the balance of the multiverse.
Pledge of the solar
The solars, unlike the angels modeled after them, are free beings that have no allegiances or masters. Despite their freedom, the solars desired to pledge themselves to other worthy entities that could direct their power into other important matters. The solars are wise creatures that carefully choose whom they wish to give their power to. The solars all collectively have the power of foresight so their pledges sometimes seem eccentric or weird. An example would be when a solar once pledged his power to a young child, under the guise of a human knight.
The 24 solars
There are 24 solars that exist in the multiverse. Unlike their weaker angelic copies, solars have free will and are not bound by any beings except themselves, unless they pledge themselves. Out of the 24, eight known solars have pledged themselves to benevolent beings while the other 16 lie in wait or have not yet found a being worthy to pledge their power to.
A Solar's powers
The solars are born with innately powerful abilities which they continue to hone and strengthen. Solars continue to learn and improve, gaining new abilities and new skills as time passes. Some solars, instead of learning new abilities, hone their already natural abilities and create new ones from pre-existing ones. Some of them try to find new ways to strengthen their power for the evil that they will soon face. But even with all their powers and abilities Solars have their preferred way of doing combat. When a solar is newly born or newly reincarnated, they already have a plethora of powerful abilities that will aid them and others in their growth.
Angelic Weapon - The weapons that solars use immediately get infused by their divine nature and exude radiant power dealing more damage.
Divine Awareness - The solar sees through all lies and deceit.
Healing Touch - The body of the solar is filled with a near infinite amount of divine energy that allows them empower and heal anybody they touch.
Magic Resistance - The body of the solar is purely divine in nature and allows them to resist magical effects easily. It gives them advantage on saving throws against spells and other magical effects.
Solar Sight - The solar's natural sight is supernaturally powerful.
Teleport - A solar can easily bend space to their will and teleport in and out of the battlefield.
Divine Nature - The divine nature of the solar allows them to manifest multiple abilities stemming from their own bodies. They are also immune to necrotic and poison damage and cannot be charmed, exhausted, frightened, or poisoned. They also have natural resistance to radiant and bludgeoning, piercing and slashing damage from nonmagical weapons.
DM Notes
The powers above are the basic abilities of a solar in the official MM. They are meant to be a permanent addition to any solar character I plan to introduce in this compendium. It is also a guideline for their basic abilities, should you plan to create your own personal Solar.
Field of judgement
Solars are capable of summoning their true power when they are in their field of judgement. A solar's field of judgement is where they are at their absolute peak. The field can be equated to a powerful dragon or a demon lord's lair. If a solar dies or is banished, these effects fade over the course of 100 years.
Fate and Destinies
While it is undeniable that most beings are intertwined by fate and it is mostly unchangeable, the solars are exempt from fate. Born into existence with only one thing in mind, the solars are fateless but knew what they were created for.
It is not uncommon for apocalypses that were meticulously planned by the gods or similar beings to be suddenly stopped by a nearby solar or a solar whose jurisdiction is being challenged.
Usually for a prophecy that would confer planetary destruction, the masterminds need to negotiate with the solars. And if any single one of the solars is unconvinced they have every right to join in and ruin the created prophecy.
True Divinity
While one could argue that deities are the most divine beings and none could surpass them in those terms, this is untrue. While deities claim to be divine, a large majority of them were born in the astral sea.
The purest form of divinity that has blessed the multiverse are the solars. Born from the divine embryo that birthed the positive plane, the solars continue their mission. Whatever their mission is, the solars must continue to care for the balance.
The blood of solars is golden and it is the liquid manifestation of the energies of the positive realms. While near impossible to harm, powerful creatures that fought the solars have wounded them. Their blood is said to contain strong healing properties and sometimes used for powerful rituals.
There have been cases where some solars have willingly given their blood to mortals as a reward. So there is at least some form of credence to it. The blood of solars is capable of healing all wounds, resurrecting the dead, banishing fiends, destroying undead, and even turn a mortal into a powerful immortal.
Source of Power
While it might seem that solars have their own power sources, which is true, all solars draw more power from the positive realms when they need it. This is what makes the solars so powerful. They have a near infinite power source which allows them to fight continuously.
While all solars are already powerful they can become more powerful by fusing with the power the heavens already provide for them.
Epic Solars
To those who think that my solars are weak. You can use this as lore for how the solars became stronger. You can use the epic versions of my solars created by Dave2008 or me. If time permits, they will be posted later in the compendium.
Exalted Mortals
Mortals have always piqued the interest of deities, demons, devils and angels alike but never to the point of being too invested. Sometimes a deity would find a worthy cleric, a fiend would find a worthy warlock and an angel would find a worthy paladin and just like them, a solar finds a worthy mortal to bless with their power.
The gift of a solar is said to be comparable to the gift of a deity, an ancient fiend or an all powerful angel. It is not uncommon for an exalted mortal to become extremely famous. Some of them even challenge the gods, to the chagrin of the deities, as some of them would rather not deal with the solars.
And unlike most fiends, solars do their best to guide the mortals they blessed to develop as much as they can. Many solars have found a calling in being teachers as well as being guardians.
Archetypes
While all solars are born powerful, they have created their own fighting style for combat. Because of their endless fight, solars have created their own styles that even other beings imitate.
There have been cases where solars have passed down their own fighting styles to other beings that they find worthy.
Class Archtypes
Class Archtypes will later be introduced in the Solar Compendium.
A Solar's Nature
Despite all their power and their immortality, solars are inherently good beings. Corrupting a solar to evil is a sin so great that all solars would band together to destroy the abomination that was once their sibling. Once the corrupted solar has been destroyed, its essence would be gathered once more and recreated into a brand new solar.
A corrupted solar cannot be allowed to exist as their existence slowly corrupts the positive plane where they draw their energy. In addition, if a corrupted solar manages to stave of its obliteration, it can start drawing power from the negative plane as well, fueling their bodies with power from the two planes. This would make the corrupted solar a ticking time bomb. The corrupted solar's body will eventually reach its limit since its body is filling up with two opposite energies and it will explode in a cataclysmic explosion that will most likely destroy the universe it is in.
This apocalyptic event is what the solars are trying to prevent when one of their siblings is corrupted.
Death and Resurrection
When demons and devils are slain, they return to the Abyss and Nine Hells respectively. When angels die, their divine energy returns to their god, so that the deity they may recreate their recently destroyed soldier.
If that is the case then what happens to a destroyed solar, a creation that does not come from any deity but instead from the positive planes.
There is simply one rule when it comes to solars. Only 24 can exist at any given time, no more and no less. Once a solar dies or slain, the positive realms collect their scattered essence and start to recreate the solar. It would take 24 years for the solar to be resurrected. Should the solar be corrupted and die, the realms take its essence and disassemble it to create a brand new solar. This process is done in the core of the positive planes or the place where the divine embryo exists.
It is rumored that if a solar in the divine embryo is slain, it will never be resurrected again. This task is almost impossible as the divine embryo is guarded by faceless beings that can slay even the greatest of enemies. These entities are called proto-solars. The proto-solars are guardians of the divine embryo that ensure the solars are properly resurrected or reincarnated.
Infinity Magic
There are five tiers of magic, each level stronger marginally stronger than the magic below them. The strongest form of magic in existence is infinity magic. In its simplest of forms, infinity magic is simply understanding it in an infinite context, thus giving you full control and power over said concept. The first creator and progenitor of infinity magic is Xephalam, the first solar.
With nigh omnipotent power and godlike wisdom, Xephalam created the first two infinity magic, which is divinity and creation. The next beings who created the new forms of infinity magic is Magnus and Xephalam's forgotten student. They respectively created the infinity magic, Knowledge and Oblivion. This four forms of infinity magic stayed the same until Xephalam created another form, which is eternity.
Mechanics of Infinity Magic. Infinity magic gives the creator a handful of extremely powerful bonuses, that border nigh omnipotence, making the creator above even the gods.
True Magic
The second strongest magic in existence is True Magic. In its simplest form, True Magic is the full understanding of a specific concept and thus allows you powerful control over that type of magic. True Magic is split into three subparts. The first is Body Concept which allows you to fuse the concept to your body. The second is Reality Concept which allows you to will reality according to your concept. The third is Will Concept which allows you to affect others with your concept in ways that is not classified as offensive.
When calculating the DC's needed for True Magic abilities, the formula is:
10 + Proficiency Bonus + Concept's Modifier
Concept Modifier is specific to the concept mastered.
True magic gives the following bonuses:
Body Concept.
Body Concept is the act of fusing the understanding of a concept to the body, this is one of the main powers of true magic. Due to this fusing, body concept is purely defensive in nature.
Reality Concept.
Reality Concept is the act of willing reality to follow your concept's rules. Due to its powerful nature, reality concept is purely offensive in nature.
Will Concept.
Will Concept is the act of willing your concept to other beings in a non-offensive way. Due to its nature, will concept is purely utility in nature.
Mastering True Magic
Player Characters can eventually learn and master their own true magic which will be detailed into the later parts of the compendium.
Ragani "The Wings of True Flame"
"As fire tempers steel, hardships temper the soul - Ragani."
There was once a legendary city called Variaden. Variaden was a beautiful and prosperous city. Travellers from all over the world would go to this city and sigh in awe, realizing that no city would ever rival this one, whether it be in the past or in the future. Something as rich and beautiful as this city would be coveted by greedy and malicious beings. It quickly garnered the attention of thousands of powerful beings, even Ragani.
War found Variaden quick. Kingdoms, cults, clans, tribes, and even planar beings forwarded their hand to try and make Variaden their own. A war erupted, so widespread that it threatened to destroy all of civilization. Despite the war, Ragani made no acts to stop it or prevent it. Ragani kept watch over the city. After a long and ardous battle, the solar almost left, labeling the war as a trifling matter, until he found the reason of the city's prosperity.
Underneath the city, there was a legendary beast capable of planetary destruction and it was asleep. The city leeched off its limitless energy to supply everything from magic items to simple everyday life. The energy the city siphoned was enough to keep the beast sleeping indefinitely but the war threatened to disturb its slumber. When Ragani realized the danger of this creature, he finally decided to act.
Legends are told of an awe-inspiring and deadly form burning with fire, slowly descending from the heavens and obliterating the city of Variaden. Meteors rained that day and destroyed every last bit of Variaden. There are no records of what happened in Variaden, but if one were to travel to the ruined city, they would only find a burnt city and a wasteland, incapable of supporting life.
Ragani is a solar that treated the plane of elemental fire as his home and has long since integrated its fiery power into his own. His appearance has been affected by his time in the plane of elemental fire as well. His eyes burn with the combined intensity of radiance and fire, eternally mixing with each other. His original wings have long since burned from the plane's element and have been replaced with a combination of his divine and the plane's fire energy.
Ragani's motivations are simple: to burn all evil until the universe becomes peaceful. As righteous and as pure his mission is, Ragani appears as anything but those. His crimson skin, burning eyes, and wings made of divine flame inspire fear in both his enemies and allies. Ragani charges into battle with his Burnt Greatsword cutting armies upon armies of his enemies, while his wings burn anyone who dares to attack him.
Ragani will only act if a great threat or evil threatens to destroy the peace he wishfully wants.
Ragani's Field of Judgement
Ragani's field of judgement is any location inhabited by an extremely powerful evil capable of upturning the balance of a plane. He must first deem an opponent evil and powerful enough to warrant activating his field. Once he activates his field, a 1000 mile radius would be consumed by his divine fire, leaving it as a burnt wasteland incapable of supporting life for 100 years. Ragani's CR increases to 28 (120,000 XP) inside his field.
Once in his field Ragani gains the following bonuses:
- The damage from Ragani's Burnt Angelic Weapons increases from 3d8 fire damage plus 3d8 radiant damage to 4d8 fire damage plus 4d8 radiant damage.
- Ragani's attacks, abilities and spells that deal fire damage ignore fire resistance and treat immunity as resistance.
- While in his field, Ragani regains 50 hit points at the start of his turn.
Lair Actions
On initiative count 20 (losing ties). Ragani can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
- The burning winds of the field start to condense on a point Ragani can see within 150 feet of him, creating a 10 foot radius of burning wind around that point. Each creature in that area of the condensed burning wind must succeed on a DC 22 Constitution saving throw, taking 21 (6d6) fire damage and gain one level of exhaustion on a failed save, or half as much damage and do not gain one level of exhaustion on a successful one.
- Ragani absorbs the flames in the field, healing him for 5 hit points for every fire based spell cast since the last time this lair action was used. He heals an additional 5 hit points for every time he dealt fire damage to a creature since the last time this lair action was used. Area of effect abilities and spells heal him for every creature hit.
- When Ragani's hit points reach 300 or below, he can choose to stab his Greatsword into the ground, losing the ability to attack with it and the ability to teleport. He then gathers his divine and fire energy for 3 rounds. In additon, all creatures within 150 feet of Ragani cannot move or travel using teleportation or by extradimensional or interplanar means. At the end of his channel he releases a powerful and devastating blast of energy around him in a 1000 feet radius. All creatures within the range must succeed on a DC 22 Dexterity saving throw, taking 110 (20d10) radiant damage and 110 (20d10) fire damage on a failed save, or half as much damage on a successful one. This attack ignores resistance and treats immunity as resistance. If Ragani is successful in using this ability, he regains all of his hit points. If Ragani takes 250 damage in one round, his concentration is broken, making the gathered energy dissipate. After Ragani uses this ability, he can no longer use any of his lair actions, but will retain the bonuses from his field of judgement.
Regional Effects
The region containing the field of judgement by Ragani is warped by his magic, which creates all of the following effects:
- All plant life in the field die and cannot be resurrected unless by magical means.
- Water sources dry up and cannot be refilled unless by magical means.
- Healing from any source is maximized for fire based creatures while they are resting
Variant: Mythic Ragani
If you believe that Ragani is lacking in power, you can use his mythic variant which adds a new layer of power unto his base kit.
The Hottest Fire (Mythic Trait: Recharges after a Short or Long Rest). If Ragani is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 300 hit points and his burning aura's range is increased to 20 feet of him and also deals 21 (6d6) fire damage.
Mythic Actions
If Ragani's mythic trait is active, he can use the options below as legendary actions for 1 hour after using The Hottest Fire.
Incinerate (Costs 2 Actions). Ragani casts the spell fireball.
Fiery Blade (Costs 3 Actions). Ragani makes two attacks with his Burnt Greatsword.
Molten Core (Costs 4 Actions). Ragani creates a hovering molten core adjacent to him. The molten core has 10 AC, 25 hit points, fly speed of 20 feet, resistance to bludgeoning, piercing and slashing damage, and immunity to fire, poison and psychic damage. For every molten core that is active, Ragani reduces any damage he takes by 5. The Molten Cores crumble to dust when Ragani stops using The Hottest Fire.
Fighting Ragani as a mythic encounter is equivalent to taking on two challenge rating 26 creatures in one encounter. Award a party 90,000 XP for defeating Ragani after he uses The Hottest Fire.
Ragani "The Wings of True Flame"
Large celestial, lawful good
- Armor Class 20 (natural armor)
- Hit Points 300 (24d10 + 192)
- Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA 24(+7) 24(+7) 26(+8) 25(+7) 25(+7) 30(+10)
- Saving Throws Str +15, Con +16, Int +15, Wis +15, Cha +18
- Skills Perception +20, Arcana +15, History +15, Insight +15, Religion +15
- Damage Resistances radiant; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Damage Immunities fire, necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, blinded
- Senses truesight 120 ft. passive Perception 30
- Languages All, telepathy 120 ft.
- Challenge 26 (90,000 XP)
Burning Aura. At the start of Ragani's turn each creature within 5 feet of him takes 14 (4d6) fire damage.
Burnt Angelic Weapons. Ragani's weapon attacks are magical. When Ragani uses any weapon, the weapon deals an extra 3d8 radiant and 3d8 fire damage (included in the attack).
Divine Awareness. Ragani knows if he hears a lie.
Fire Shift. As part of his movement, Ragani can enter any source fire that he can reach and exits out of any other source of fire within 300 feet of the fire he entered.
Innate Spellcasting. Ragani's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel magic (5th level), fireball (5th level), invisibility (self only)
3/day each: fire storm (10d10 fire damage), flame Strike (7d6 fire and radiant damage), immolation, mass cure wounds (8th level), plane shift, searing smite (6th level, 2d6 fire damage per turn)
1/day each: meteor swarm
Legendary Resistance (3/Day). If Ragani fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ragani has advantage on saving throws against spells and other magical effects.
Pulsing Fire. If a creature enters 10 feet of Ragani, he can use his reaction to release a burst of energy around 10 feet of him. Each creature in that area must make a DC 26 Strength saving throw, or be knocked back 10 feet away and knocked prone.
Solar Sight - Ragani gains a +5 bonus to his Perception skill.
Wings of Flame A creature that touches Ragani or hits him with a melee attack while within 5 feet of him takes 14 (4d6) fire damage.
Actions
Multiattack. Ragani makes two attacks with his Burnt Greatsword.
Burnt Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 13 (3d8) radiant damage and 13 (3d8) fire damage.
Burnt Slaying Greatbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) radiant damage and 13 (3d8) fire damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Burnt Greatsword. Ragani releases his Burnt Greatsword to magically hover in an unoccupied space within 15 feet of him. If he can see the burnt greatsword, Ragani can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to his hands. If the hovering burnt greatsword is targeted by any effect, Ragani is considered to be holding it. The burnt greatsword disappears back into the Elemental Plane of Fire if Ragani dies.
Healing Touch (4/Day). Ragani touches another creature. The target magically regains 50 (10d8+5) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Bonus Actions
Explosion Grip. Ragani creates a huge grip of fire to grapple (escape DC 23) a creature within 20 feet of him. If the creature is grappled, Ragani deals 35 (10d6) fire damage to it. Ragani can only grapple one creature at a time. During his turn, Ragani can move with the creature staying within 30 feet of him and can use a bonus action to release a powerful burst of energy from that grip dealing 35 (10d6) fire damage to them. Ragani can still move and attack freely despite grappling another creature.
Legendary Actions
Ragani 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. Ragani regains spent legendary actions at the start of his turn.
Teleport. Ragani magically teleports, along with any equipment he is wearing or carrying, up to 150 feet to an unoccupied space he can see.
Greatsword (Costs 2 Actions). Ragani makes a greatsword attack.
Fire Burst (Costs 2 Actions). Ragani releases a powerful burst against a creature he is currently grappling, dealing 35 (10d6) fire damage to them.
Flame Burst (Costs 2 Actions). Ragani emits magical fire energy. Each creature of his choice in a 10-foot radius within 60 feet of him must succeed a DC 26 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage and be knocked prone on a failed save, or half as much damage on a successful one.
Burning Blast (Costs 4 Actions). Ragani releases a powerful burst of fire in a 200 foot cone in front of him. Each creature in that area must succeed on a DC 26 Dexterity or take 42 (12d6) fire damage on a failed save or half the damage on a successful save.
Arrid "The golden heart"
"Acts of goodness are not always wise, and acts of evil are not always foolish, but regardless, we shall always strive to be good - Arrid"
Angels try not to socialize with mortals, especially if it interferes with their missions and solars are more extreme. Despite the solitary nature of solars, there are some of them that actively seek to socialize with people.
A young man walked in the heat with a farmer's hat covering his head. He approached a plot of land and started to plow the fertile ground with a hoe. When he finished tilling the land, he sowed it with seeds and watered them. Once the job was done, an old farmer thanked him and offered him payment but the young man refused and simply said: "Use it when someone else is in need".
Not knowing what he meant but given the chance to keep his money, the farmer simply nodded. The young man simply smiled and walked through the village to look for another person to help.
Within minutes, the young man saw an old lady massaging her ankles. He saw a large basket full of fruits and its contents strewn across the floor. Immediately, he offered his help. Before the woman could deny his offer, the man's smile easily disarms her cautiousness. He did this everyday. He visited villages everyday, offering his help. Every morning he wakes up from his humble cottage, then travels towards villages, offering help for no reward.
Because of his kindness, people would constantly give him food, clothing, and even money but most of the time, he rejects everything of monetary value, claiming that he had no need for money.
At night, the kind young man went to his humble home. Unknown to everyone, this man's home was a ruse. He travelled to a cave near his home that was covered by an illusionary wall that only he could see.
Behind the wall was a beautiful room with luxurious furniture that only the wealthiest of the wealthy could afford. There was a woman so beautiful it would have been a sin to not be entranced by her. But even with the woman's extremely alluring charms, the man did not react and he kept a smile.
"Arrid, is it time for one of your stories once more?" Despite the woman's sarcasm, Arrid noticed a small amount of excitement. "Yes Phryix." Phryix rolled her eyes and brought a chair to the threshold of the room. Arrid sat down just outside the room and a chair appeared to catch him. Arrid started to recount his mundane adventures that day and despite Phryix's attitude, she listened intently.
It was not this easy the first time. At first, Phryix would always scream obscenities towards Arrid but after the first weeksm she eventually calmed down. Despite calming down, she refused to listen and would always try to find a way to trick Arrid or destroy the magic holding her prisoner. That quickly became stale and so, Arrid and Phryix were on talking terms. It has been a long time now but Arrid remembered every day they've been together.
"You know it'll never work."
Phryix interrupted Arrid's story but he smiled and continued, safe in the knowledge that he and his siblings have never erred before.
Time passed with this routine continuing over and over until one day.
"Arrid I want to go out"
Arrid smiled and calmly stood up and stared at the woman in front of him. Arrid waved his hand and the wall made out of 9 colors suddenly disappeared. Phryix slowly moved her hand through where the wall used to be. Her hands shake intensely and she charges Arrid.
Her hands were shaking intensely as she charged at Arrid. Arrid did nothing and accepted her attack. Phryix hugged him tightly with slight tears staining her cheeks.
"I can't believe it Arrid. You did it."
Arrid smiled one last time and stared into Phryix's eyes
"It wasn't me. It was all you demon lord Phryix."
Arrid strives to see and look for the goodness in every being's hearts even the most heartless ones. He usually disguises himself when in the presence of mortals. Arrid refuses to find and pledge himself to a god, believing that pledging himself to a god will restrict him in helping others. He did not integrate other elements into his body but chose to hone his already powerful arsenal of skills and mastered physical combat. Arrid's most potent ability is his powerful control over his healing abilities.
He honed his healing powers to the point of mastery which caused it to evolve. His healing abilities, when in his field of judgement, can now revive the dead. Despite his focus on healing magic, he is not weak in the field of combat. Unlike his other siblings, Arrid uses giant shields capable of smashing enemies to a pulp when he needs to but it is the most effective weapon to protect others from harm.
Surprisingly Arrid's charismatic and patient character has earned the respect and favor of many powerful allies. Allies that some of his siblings would be hard-pressed to defeat. This technically makes Arrid one of the more dangerous solars should he ask for the help of his friends but that is unlikely the case since solars would never allow others to fight for them.
It is both an insult to them and to their kind.
Arrid's Field of Judgement
Arrid's field of judgement is any location inhabited by a being who changed for the better but decided to revert to their evil ways. Another way for him to activate his field is if thousands of innocent have perished in an area. If Arrid deems a being worthy of using his field and his requirements are met, he can use it. Once Arrid uses his field, a 1000 mile radius would be filled by his divine energy influencing the people that live there for 100 years. Arrid's CR increases to 30 (155,000 XP) inside his field.
Once in his field Arrid gains the following bonuses:
- Evil creatures or creatures, that Arrid chooses, have their speed reduced by half and they cannot increase it by any magical means, unless they leave the field.
- Arrid can use his Healing Touch an unlimited amount of times.
- Arrid's healing word spell also acts as the spell raise dead.
- Arrid gains resistance to all types of damage.
- When Arrid casts the spell prismatic wall, each wall will have three copies instead of two.
Lair Actions
On initiative count 20(losing ties). Arrid can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
- Arrid weeps for the innocents he could not save and gathers his anger to obliterate the perpetrator. If one of Arrid's companions was killed or damaged by another creature in the last round, he can conjure a 150-foot cone of pure divine energy from his hands. Every creature in that area must succeed on a DC 23 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one.
- Arrid calms himself along with every creature in a 100-foot radius around him, extinguishing every creature's violent impulses. Every creature in the area must make a DC 25 Wisdom saving throw. If a creature succeeds nothing happens, but if a creature fails that creature cannot attack or cast spells that deal damage or force someone to make a saving throw for 1 minute. This effect ends when they are damaged. Creatures, that are immune to being charmed, are not affected. Creatures can repeat their saving throw at the start of their turn to end the effect on themselves.
- Arrid casts a 9th level healing word spell on 3 creatures of his choice within 100 feet of him that he can see.
Regional effects
The region containing the field of judgement by Arrid is warped by his magic, which creates all of the following effects:
- All plant life in the field gets rejuvenated and will grow indefinitely until the field disappears.
- Water sources are capable of healing but its effects only work when inside the field. The water is treated as a common healing potion when drunk.
- Every good creature becomes kindhearted and caring while neutral creatures become influenced to do good while evil creatures become inhibited, thus becoming neutral in nature.
Variant: Mythic Arrid
If you believe that Arrid is lacking in power, you can use his mythic variant which adds a new layer of power unto his base kit.
Diamond Soul (Mythic Trait: Recharges after a Short or Long Rest). If Arrid is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 434 hit points. At the start of Arrid's turns, each creature that sees him must make a DC 26 Constitution saving throw or be blinded until the end of their next turn.
Mythic Actions
If Arrid's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Diamond Soul.
Golden Blade (Costs 2 Actions). Arrid swings his hand in front of him, releasing a 15-foot cone of divine energy. Each creature in that cone must make a DC 26 Dexterity Saving Throw. On a failed save, a creature takes 42 (12d6) radiant damage. On a successful one, a creature takes half damage.
Focused Divinity (Costs 3 Actions). Arrid shoots a disintegrating beam of energy towards one creature of his choice within 60 feet of him that he can see. The target msut make a DC 26 Dexterity Saving Throw. On a failed save, a creature takes 75 (10d6 + 40) radiant damage. On a successful one, a creature takes no damage.
Diamond Soul (Costs 4 Actions). Arrid empowers himself with unbreakable strength. He gains 50 temporary hit points which last until the start of his next turn.
Fighting Arrid as a mythic encounter is equivalent to taking on two challenge rating 28 creatures in one encounter. Award a party 120,000 XP for defeating Arrid after he uses Diamond Soul.
Arrid "The Golden Heart"
Large celestial, lawful good
- Armor Class 24 (natural armor & shield)
- Hit Points 434 (26d10 + 280)
- Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA 24(+7) 24(+7) 30(+10) 25(+7) 25(+7) 30(+10)
- Saving Throws Str +15, Con +18 Int +15, Wis +15, Cha +18
- Skills Perception +20, Arcana +15, History +15, Insight +15, Religion +15, Nature +15
- Damage Resistances radiant
- Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, blinded
- Senses truesight 120 ft. passive Perception 30
- Languages All, telepathy 120 ft.
- Challenge 28 (120,000 XP)
Angelic Weapons. Arrid's weapon attacks are magical. When Arrid uses any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).
Anger of a Gentle Soul. If Arrid sees an ally reduced to 0 hit points, he gains a +20 bonus to his melee damage against the aggressor until the end of his next turn.
Divine Awareness. Arrid knows if he hears a lie.
Golden Wings. Arrid regenerates 30 hit points at the start of his turns.
Innate Spellcasting. Arrid's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel (5th level), counterspell (5th level), healing word (5th level), shield
3/day each: mass cure wounds (9th level), holy aura, plane shift, resurrection wall of force
1/day each: true resurrection, prismatic wall (Two Walls appear for each color), power word heal
Legendary Resistance (3/Day). If Arrid fails a saving throw, he can choose to succeed instead.
Magic Resistance. Arrid has advantage on saving throws against spells and other magical effects.
Solar Sight. Arrid gains a +5 bonus to his Perception skill.
Actions
Multiattack. Arrid makes two attacks with his Golden Tower Shield.
Golden Tower Shield. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 36 (8d8) radiant damage.
Shockwave. Arrid slams the ground with his shield releasing a shockwave of energy in a 30 feet radius around him. Every creature in the area must succeed on a DC 23 Dexterity saving throw, taking 51 (8d10 + 7) bludgeoning damage and be knocked prone and stunned until the end of Arrid's next turn on a failed save, or half as much damage and not be knocked prone and stunned on a successful one.
Merciful Execution (Recharge 5-6). Arrid attempts to execute a creature with his divine energy within his melee range. If the creature he chooses has 150 hit points or fewer, it dies. If Arrid does not want to kill the creature, they take 55 (10d10) radiant damage.
Healing Touch (5/Day). Arrid touches another creature. The target magically regains 100 (20d8+10) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Gentle Wrath (1/Day). Arrid throws an extremely powerful punch towards a creature within 5 feet of him. The creature must succeed on a DC 23 Dexterity saving throw, taking 62 (10d10 + 7) bludgeoning damage plus 54 (12d8) radiant damage on a failed save or no damage on a succesful one. If the creature fails their saving throw, they are vulnerable to all of Arrid's attacks for 24 hours.
Legendary Actions
Arrid 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. Arrid regains spent legendary actions at the start of his turn.
Teleport. Arrid magically teleports, along with any equipment he is wearing or carrying, up to 150 feet to an unoccupied space he can see.
Honed Searing Burst (Costs 2 Actions). Arrid emits his magical, and honed divine energy. Each creature of his choice in a 60-foot radius around him must succeed on a DC 26 Dexterity saving throw, taking 35 (10d6) radiant damage and be blinded on a failed save, or half as much damage and not be blinded on a successful one.
Divine Shockwave (Costs 4 Actions). Arrid charges his shield with divine energy and does a Shockwave attack dealing an extra 36 (8d8) radiant damage.
Gaeshema "The God Fist"
"A true master is an eternal student - Gaeshma"
It is not everyday that you see anyone capable of punching a balor's head off. The weapons of solars are very powerful. The gods would be hard-pressed to imitate these items without expending a lot of power. Ragani's Burnt Greatsword, Arrid's Golden Tower Shield, and Taciax' Scythe are prime examples. Despite the power of their weapons, there is one solar that refuses to use them, believing that the body is the ultimate weapon and should be honed constantly.
Gaeshema loves combat and fighting powerful beings regardless of their nature. Other solars would avoid Gaeshema, not because they're afraid of him but because the more conscientious solars think of the collateral damage they would cause. Gaeshema believes that defeating the opponent is important, no matter the cost. Despite being chaotic, Gaeshema is a good person but believes that sometimes casualties are unavoidable.
Gaeshema, like most of the solars, has created his own fighting style but unlike most solars, Gaeshema has barely practiced his usage of divine energy. This lack of practice lead to the weakening of some of his natural abilities but in exchange for this, Gaeshema is one of the most powerful close combat fighters in the ranks of the solars.
This has lead to some dangerous situations, while solars are solitary fighters their enemies are not. There are some times where Gaeshema's lack of mastery of his divine powers had put him in a tight spot.
But every time Gaeshema escaped one, he would strive to improve and improve, making sure not to get caught the next time. Eventually the years of constant improving put the legendary solar in a dilemma. He could not improve anymore. He was stuck at a point where he could no longer learn anything else. His skills have reached the physical perfection any fighter would wish for.
Distraught, Gaeshema travelled the multiverse fighting powerful beings while doing his best to help people, in hope of a breakthrough.
Years passed by and Gaeshema was beginning to lose hope in learning more until one day, a group of people came to meet him. A solar's memory is only equalled by an Aboleth and Illithid's memory, so Gaeshema immediately recognized these people. The group was a conglomeration of people he has saved from different places all over the multiverse. How they found him or even reached him is a mystery but Gaeshema was temporarily distracted from his plight and decided to see what would happen.
This group of people wanted to express their thanks to their savior and convey their complete awe and reverence before Gaeshema's martial prowess. Gaeshema received the praise humbly but he wanted to continue his journey to find something that can help him improve.
Before Gaeshema could leave, the leader of the group asked for his attention. Gaeshema stopped and turned around to see what the person wanted.
In perfect sync, the whole group bows and asks Gaeshema to teach and guide them.
Surprised, Gaeshema was about to reject them but an epiphany struck him.
If he were to teach them, it might help him improve. Gaeshema agreed. It was at this day the monastic tradition of the Divine Fist was developed. Throughout the years Gaeshema almost forgot his reason for teaching. He instilled into his students the basic tenants of the Divine Fist:
- To protect the innocent
- To vanquish evil, wherever it might be
- To improve oneself and to never stop improving
Gaeshema found himself at peace. One day while remembering the past, Gaeshema started to practice again to see if his skills deteriorated or weakened but to his surprise, Gaeshema started to see differences in his moves and his students. In his years of constant teaching, he saw thousands of variations of his skills and moves. After reviewing them and studying them, Gaeshema started to train once more. Slowly but surely Gaeshema saw improvement. He started to train more intensely rivaling his first days of training.
Despite being a Solar, Gaeshema's ultimate goal is to be the strongest he can possibly be and fighting for good is only a path towards that goal. He adamantly refuses the invitation of any god believing that once he pledges his power under a deity, he will have more restrictions and less time to improve himself. His divine powers have weakened considerably but he can still use them. If it comes to personal combat, only the strongest solars and bravest fiends can come close to defeating Gaeshema. He does not use the legendary weapons that all solars have with them. Instead Gaeshema uses his God Fists, a pair of legendary gloves forged by his fights with powerful beings all over the multiverse.
Gaeshema is the leader of the Divine Fist temple, a collection of powerful monks that fight with their bodies while being boosted by divine energy gifted to them by Gaeshema.
Gaeshema appears very humble and simple when traveling around the multiverse. While traveling, he sometimes find worthy individuals and he challenges them to fights in his mortal form and if they are skilled, he invites them to his temple. He only enters his true form when a worthy and powerful opponent shows itself. He wears an unbreakable robe suited for battle while his wings are transformed into armguards that hook themselves to his arms from his back.
Gaeshema's Field of Judgement
Gaeshema's requirements are very simple. Because of his lack of control over his divine power, his field is very unstable compared to the other solars. The first requirement is that he must be fighting a powerful and evil opponent. The second requirement is that this being is capable of defeating him. If Gaeshema has fulfilled the requirements and activates his field, a 1000 mile radius area would be filled by his raw divine energy along with his ki. The field will stay for 100 years before it dissipates. Gaeshema's CR increases to 30 (155,000 XP) inside his field.
Once in his field Gaeshema gains the following bonuses:
- Gaeshema's speed cannot be reduced by any means.
- When moving out of an enemy's range, Gaeshema never provokes an oppurtunity attack.
- Instead of reacting once per round, Gaeshema can react 5 times.
- Gaeshema's deflect missile trait's damage reduction is changed to 94 (4d10 + 72).
Lair Actions
On initiative count 20(losing ties). Gaeshema can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
- Gaeshema throws a powerful punch towards a creature in front of him. The creature must succeed on a DC 23 Dexterity saving throw. On a failed save, it takes 3 times the damage of Gaeshema's God Fist Gauntlets. On a successful save, it instead takes normal damage instead.
- Gaeshema controls the air flow of the field, giving him a +5 to AC against ranged attacks until he uses another lair action.
- Gaeshema releases a powerful burst of divine energy in a 120-foot radius around him. Each creature in that area must succeed on a DC 23 Dexterity saving throw, taking 38 (7d10) radiant damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing the field of judgement by Gaeshema is warped by his magic, which creates all of the following effects:
- Afterimages and visions of Gaeshema's previous fights frequently appear here.
- While in the field everyone will feel more energetic and lively.
- Meditation here gives people a chance to be enlightened on fighting. For the next 24 hours, when they roll a 1 or 2 on the d20 for an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll.
- Portals connected to the Divine Fist temple sometimes appear.
Variant: Mythic Gaeshema
If you believe that Gaeshema is lacking in power, you can use his mythic variant which adds a new layer of power unto his base kit.
Enlightenment (Mythic Trait: Recharges after a Short or Long Rest). If Gaeshema is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 270 hit points.
Mythic Actions
If Arrid's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Enlightenment.
Raging Celestial (Costs 3 Actions). Gaeshema raises his leg and performs a powerful drop kick in front of him, releasing a shockwave of energy in front of him that is 30-feet long and 5-feet wide. Each creature in this line must make a DC 23 Dexterity saving throw or take 74 (8d10 + 30) bludgeoning damage and be knocked prone.
Overwhelming Will (Costs 4 Actions; 1/Day). Gaeshema rushes forward with up to all of his movement and condenses all the raw divine power flowing through his body in one punch to attack a creature. That creature must succeed on a DC 23 Dexterity saving throw, taking 91 (14d12) bludgeoning damage plus 91 (14d12) radiant damage and be knocked back 100 feet plus 10 feet for every 5 feet Gaeshema moved to reach the target. In addition, each creature within 60 feet of the target must succeed on a DC 23 Strength saving throw or be knocked 50 feet away and knocked prone. After using this ability, Gaeshema loses the Angelic Weapons trait for 24 hours and he is stunned until the end of his next turn. His attacks are still considered magical.
Fighting Gaeshema as a mythic encounter is equivalent to taking on two challenge rating 28 creatures in one encounter. Award a party 120,000 XP for defeating Gaeshema after he uses Enlightenment.
Gaeshema "The God Fist"
Large celestial, chaotic good
- Armor Class 25 (natural armor)
- Hit Points 270 (20d10 + 160)
- Speed 150 ft., fly 150 ft.
STR DEX CON INT WIS CHA 25(+7) 26(+8) 25(+7) 26(+8) 25(+7) 30(+10)
- Saving Throws Str +15, Dex +16, Int +15, Wis +15, Cha +18
- Skills Perception +20, Acrobatics +16, Arcana +15, Athletics +15, History +15, Insight +15, Religion +15, Nature +15
- Damage Resistances radiant
- Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, blinded
- Senses truesight 120 ft. passive Perception 30
- Languages All, telepathy 120 ft.
- Challenge 28 (120,000 XP)
Angelic Weapons. Gaeshema's weapon attacks are magical. When Gaeshema uses any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Deflect All Missiles. Gaeshema can use his reaction to deflect or catch the missile when he is hit by a ranged attack. When Gaeshma does so, the damage he takes from the attack is reduced by 47 (2d10 + 36). If Gaeshma reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and if he has at least one hand free. If Gaeshema catches a missile in this way, he can make a ranged attack with the weapon or piece of ammunition he just caught as part of the same reaction. This attack has a 40/120 range and counts as a God Fist Gauntlet weapon attack for damage purposes. In addition, Gaeshema can instead use all of his reactions to catch a spell that uses a ranged spell attack and redirect it back to the caster as though it originated from him, turning the caster into the target.
Divine Awareness. Gaeshema knows if he hears a lie.
Divine Ki. An invisible barrier forms around Gaeshema's body, protecting him. The barrier has 50 hit points and has the same AC as Gaeshema. The barrier reforms at the start of Gaeshma's turn. If Gaeshema's barrier has any remaining hit points when he starts his turn, he regains hit points equal to the remaining barrier hit points. In addition, Gaeshema is immune to all forms of damage until the barrier is destroyed.
Evasion. When Gaeshema is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he insteads take no damage if he succeeds on the saving throw, and only half damage if he fails.
Innate Spellcasting. Gaeshema's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel (5th level), sanctuary, circle of power
3/day each: resurrection, wall of force, plane shift
Legendary Resistance (3/Day). If Gaeshema fails a saving throw, he can choose to succeed instead.
Magic Resistance. Gaeshema has advantage on saving throws against spells and other magical effects.
Solar Sight. Gaeshema gains a +5 bonus to his Perception skill.
Actions
Multiattack. Gaeshema makes four attacks with his God Fist Gauntlets. Instead of making two attacks with his God Fist Gauntlets, he can use a Stunning Strike.
God Fist Gauntlets. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) radiant damage.
Stunning Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) radiant damage. The target must succeed on a DC 23 Constitution saving throw or be stunned until the end of Gaeshema's next turn.
God Fist's Wrath . Gaeshema makes two God Fist Gauntlet attacks to every creature of his choice within 5 feet of him.
Tempest Step (Recharge 4-6). Gaeshema slams his foot down in front of him, releasing a powerful around 30 feet of him. Each creature within range must succeed on a DC 23 Dexterity saving throw, taking 35 (10d6) radiant damage plus 35 (10d6) bludgeoning damage and be knocked prone on a failed save, or take half as much damage on a successful one.
Healing Touch (4/Day). Gaeshema touches another creature. The target magically regains 50 (10d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Legendary Actions
Gaeshema 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. Gaeshema regains spent legendary actions at the start of his turn.
Teleport. Gaeshema magically teleports, along with any equipment he is wearing or carrying, up to 150 feet to an unoccupied space he can see.
God Fist Gauntlets. Gaeshema makes a God Fist Gauntlet attack.
Enlightened God Strike (Costs 3 Actions). Gaeshema makes a God Fist Gauntlet attack against a creature and if it hits, it fills their body with quietly vibrating divine energy.
Nirvana (Costs 4 Actions). Gaeshema releases the divine power on all the creatures he attacked with his Enlightened God Strike. Affected creatures on the same plane must succeed on a DC 24 Constitution saving throw or have their hit points reduced to 0. If it succeeds, they take 99 (18d10) radiant damage.
Velik "Heaven's Marksman"
"The bow is the court, the victim the string, the target the guilty and the arrow is the judge - Velik"
Despite a solar's innate nature of being good, their definition of good sometimes become skewed. A mortal's understanding is not the same as the understanding of an eternal being. To see the multiverse change infinitely is sometimes maddening but not for those who have purpose. While a mortal would fret over the death of a singular entity, an eternal would not. Velik is a prime example of this attitude. He would never move his hands if a single mortal was being threatened, something Arrid takes displeasure in, but will gladly charge in first if an event risking the balance is worth his attention.
This is not to say that Velik turns a blind eye towards minor transgressions of evil acts. Should Velik be in the vicinity of an evil act, whether it be minor or major, he would proceed to judge the aggressor or in some cases the victim. The only time he would ignore a minor evil act is if he is not near the vicinity and if something major occurred and he needs to react immediately.
Just like every solar, Velik himself is a judge. He judges everyone fairly with his legendary bow and unerring accuracy. Velik also incurs the anger of multiple enemies purely because of his attitude. His cold and unresponsive demeanor has made him the loner of the solar family but Arrid tries his best to socialize with Velik even if it irritates him.
Velik has no grey area. All solars used to have no grey areas but as time passed some of them understood that not all evil actions are worth a heavy hand and only needed proper guidance while some good actions are worth punishing. Arrid is the biggest practitioner of this attitude making him and Velik be on not so good terms. Ironically if these two solars were to partner up, almost no one would be capable of defeating these two unstoppable celestials.
Truth to be told, Velik lacks a grey area because of his lack of experience. Even though gifted with immortality that dragons would kill for, Velik refused to interact with the multiverse believing that honing his skills to be able to protect is more important. Eventually this caused Velik to have a closed view, believing that bad is bad and good is good.
Maybe it is because of this reason that Velik hates Arrid. Arrid, his pure opposite in social skills and combat skills. Or maybe it is because Arrid is housing a demon lord. Even though Velik will still keep a civil attitude with him, Arrid has spawned something inside Velik that solar's are not supposed to have: Hate.
Velik loves cake. The only thing he probably would call his favourite past time other than honing his skills and divine power is eating different types of cakes. This is why he tolerates the presence of Namar, a fellow Solar.
He continuously hunts extremely powerful and evil enemies that can threaten the balance of the multiverse: Liches, Aboleths, Illithid nests, and even ancient dragons. Should he find any of their locations which is currently active, Velik will immediately hunt them down and destroy them.
The only reason why there is still evil in the multiverse is because Velik cannot be everywhere. But if he could, he would.
His last known appearance was said to be in the material plane hunting down a legendary rogue who is in the possession of a legendary artifact called the "Book of Names".
Despite being a Solar Velik's appearance inspires fear. His wings are pure white that envelopes people with a shadow that reveals their sins. He wears a magical robe covering his body along with a hood covering his face. His wings have the unique ability of predicting attacks targeted towards him. Velik is quite a loner something Arrid both dislikes and pities. Despite this Velik constantly visits Namar to eat cake with and sometimes Ragani visits him for guidance in archery since both are expert practitioners.
Velik's Field of Judgement
Velik's field of judgement has multiple abilities on its own. It only serves to enhance Velik's already impressive power. His requirements are not as strict as the other solars but not as lenient as Gaeshema's field. His requirements need him to know an opponents information before he can set his field. The information must be the opponent's name, alignment, type, and basic abilities. His second requirement is that the target should be a great evil capable of massive damage. Once the requirements are met Velik can set his field increasing his power. A 1000 mile radius area would be filled with his divine energy influencing the people living there for 100 years. Velik's CR increases to 31 (175,000 XP) inside his field.
Once in his field Velik gains the following bonuses:
- Velik does not suffer disadvantage outside of his normal range.
- Velik can see his target inside his field, no matter what. If someone tries to hide from him within his field with divination magic or illusion magic, they must succeed on a DC 27 Wisdom saving throw, taking 45 (10d8) psychic damage and the spell is dispelled on a failed save, or half as much damage and the spell is successful on a successful one.
- Velik can use his bonus action to teleport to a creature or object he can see that he hit with Heaven's Sniper. If the arrow is embedded on a creature he teleports 10 feet away from the arrow.
Lair Actions
On initiative count 20(losing ties). Velik can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
- Velik creates an arrow made out of his judgement and shoots it towards a creature. The creature must succeed on a DC 18 Constitution saving throw or die on a failed save, or take 55 (10d8 + 10) piercing damage plus 45 (10d8) radiant damage on a successful one. This lair action cannot be used again for the next 2 rounds.
- Velik uses his mastery of archery to pinpoint all his enemies weakpoints giving him advantage on his attack rolls until he uses another lair action.
- Velik utters a command word. Every creature that was damaged by Velik's arrows must succeed on a DC 23 dexterity saving throw. On a failed save they take 13 (3d8) radiant damage plus an additonal 13 (3d8) for every time they were hit by an arrow or by Heavens Downfall since the last time this lair action was used.
Regional Effects
The region containing the field of judgement by Velik is warped by his magic, which creates all of the following effects:
- Animals in the field become docile while forests become thicker and more alive.
- Evil beings feel as if they are watched. If they are powerful beings, Velik can spy on them.
- Hunters are somehow enchanted making their attacks magical.
Variant: Mythic Velik
If you believe that Velik is lacking in power, you can use his mythic variant which adds a new layer of power unto his base kit.
Final Dance (Mythic Trait: Recharges after a Short or Long Rest). If Velik is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 368 hit points. In addition, if Velik is within 10 feet of an enemy and he makes a melee weapon attack or use Blade Dance, he can immediately move up to 30 feet without provoking an opportunity attack.
Mythic Actions
If Velik's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Final Dance.
Blade Dance (Costs 2 Actions). Velik splits his bow in two, becoming a pair of two blades, and attacks each creature within 10 feet of him in a graceful flurry of attacks. Each creature must makes a DC 27 Dexterity Saving Throw. On a failed save, a creature takes 21 (2d10 + 10) slashing damage plus 36 (8d8) radiant damage. On a success, a creature takes no damage.
Tune of Judgement (Costs 3 Actions). Velik moves up to his speed and stabs a creature on its weakpoints with his two blades. If Velik reaches a target, the target must make a DC 27 Dexterity Saving Throw. On a failed save, a creature takes 32 (4d10 + 10) piercing damage plus 36 (8d8) radiant damage and become paralyzed for 1 minute. The creature can make a DC 20 Constitution Saving Throw, ending the effect on a success.
Midnight Song (Costs 4 Actions). Velik magically teleports, along with any equipment he is wearing or carrying, up to 150 feet to an unoccupied space he can see, adjacent to his target. If there is another creature 10 feet near the target, it must also make the saving throw. Each creature affected must make a DC 20 Dexterity Saving Throw. On a failed save, a creature takes 25 slashing damage plus an additional 25 slashing damage for each time Velik has used Midnight Song, up to a maximum of 300 slashing damage. On a success, a creatures takes no damage.
Fighting Velik as a mythic encounter is equivalent to taking on two challenge rating 29 creatures in one encounter. Award a party 135,000 XP for defeating Velik after he uses Final Dance.
Velik "Heaven's Marksman"
Large celestial, neutral good
- Armor Class 24 (natural armor)
- Hit Points 368 (35d10 + 300)
- Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA 20(+5) 30(+10) 20(+5) 27(+8) 27(+8) 30(+10)
- Saving Throws Str +14, Dex +19, Con +14, Wis +17
- Skills Perception +22, Arcana +17, History +17, Insight +17, Religion +17, Nature +17
- Damage Resistances radiant; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Damage Immunities necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, blinded
- Senses truesight 120 ft. passive Perception 32
- Languages All, telepathy 120 ft.
- Challenge 29 (135,000 XP)
Dance of Arrows. If Velik is within 10 feet of an enemy and he makes a ranged weapon attack, he can immediately move up to 30 feet without provoking an opportunity attack. In addition, he does not gain disadvantage on using his ranged attacks in melee range.
Divine Awareness. Velik knows if he hears a lie.
Honed Angelic Weapons. Velik's weapon attacks are magical. When Velik uses any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).
Innate Spellcasting. Velik's 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, dispel (5th level), misty step, fog cloud (3rd level)
3/day each: antilife shell, wrath of nature, legend lore, plane shift
2/day each: gate, teleport
Legendary Resistance (3/Day). If Velik fails a saving throw, he can choose to succeed instead.
Magic Resistance. Velik has advantage on saving throws against spells and other magical effects.
Sniper's Expertise. Velik is proficient on any ranged weapon of any time period.
Solar Sight. Velik gains a +5 bonus to his Perception skill.
Actions
Multiattack. Velik makes three Heaven's Sniper attack and can use his misty step spell.
Heaven's Sniper. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 19 (2d8 + 10) piercing damage plus 36 (8d8) radiant damage.
Heaven's Slaying Arrow. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 19 (2d8 + 10) piercing damage plus 36 (8d8) radiant damage. If the target is a creature that has 150 hit points or fewer, it must succeed on a DC 18 Constitution saving throw or die.
Heaven's Downfall (Recharge 4-6). Velik shoots an arrow towards the sky that multiplies into a thousand arrows hitting every creature within a 50 feet radius around Velik. Each creature in the area must succeed on a DC 27 Dexterity saving throw, taking 28 (4d8 + 10) piercing damage plus 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.
Force Shot (Recharge 4-6). Velik shoots an arrow made purely out of magic enhanced with his divine energy in a 150-foot line that is 5-foot wide. Each creature in that line must succeed on a DC 27 Dexterity saving throw, taking 36 (8d8) force damage plus 36 (8d8) radiant damage on a failed save and be pushed 30 feet away, or half as much damage and not be pushed away on a successful one.
Healing Touch (4/Day). Velik touches another creature. The target magically regains 50 (10d8+5) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Legendary Actions
Velik 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. Velik regains spent legendary actions at the start of his turn.
Teleport. Velik magically teleports, along with any equipment he is wearing or carrying, up to 150 feet to an unoccupied space he can see.
Heaven's Sniper (Costs 2 Actions). Velik attacks with his Heaven's Sniper.
Bring Down the Heavens (Costs 3 Actions). Velik makes a Heaven's Downfall attack, if available.
Heaven's Cannon (Costs 4 Actions, Recharge 6). Velik creates a powerful and thunderous arrow and shoots it in a 150-foot line that is 20-foot wide. Each creature in that line must succeed on a DC 27 Dexterity saving throw, taking 90 (20d8) force damage plus 45 (10d8) radiant damage and be stunned until the end of Velik's next turn on a failed save, or half as much damage and not be stunned on a successful one.
Taciax "The Hand of Death"
"It is not death that a mortal should fear, but they should fear never beginning to live. - Taciax"
Taciax, the legendary angel of death, is a solar pledged to a god or goddess of death. Nobody knows who the deity Taciax pledged his power to. Taciax has many titles, the Black Crow, the Infinite Void, Death, and many more but in truth he is a solar that believes in the sanctity and balance of life and death.
He believes that no one should go past their supposed time, and that undead, especially powerful liches, are an insult to the natural balance. Despite being a Solar, Taciax leans into the neutral spectrum of alignments but this does not mean he will turn a blind eye towards evil because no matter what, a solar is always bound to do good.
His god is said to keep herself or himself secret. His deity might be the Raven Queen, or the fair yet cold Kelemvor. Whomever his deity is, Taciax faithfully serves them as long as his wish of keeping the multiverse in balance through death is fulfilled.
It is said that, Taciax can see undead once they are unborn. Once someone becomes undead, Taciax sees them for all they are. He sees them and pities their very existence.
Taciax follows the commands and orders of his deity but will act on his own if no orders are given. There is one target that Taciax has been spending quite a time trying to kill. And despite hunting him, the legendary solar has yet to lay a finger on his target.
His target is a lich king, a lich that can rival the strongest and skilled warriors while easily defeating the most skilled mages and talented sorcerers.
Ironically, the lich is alive not because the solar cannot defeat it in combat, but because the lich is not evil and the death of it would cause massive grief and damage everywhere.
The surprisingly honest nature and endearing attitude of the all-powerful lich has captured Taciax. The Lich's name was Ounzair, an immortal that was equally talented in fighting and spellcasting.
Taciax and Ounzair have become very close friends, something that surprised many of the solars, especially Taciax. Other than keeping Ounzair in check, Taciax visits other places of evil to do maintenance. An example would be the Temple of Evil and the Temple of Nerul.
All solars can channel divine energy through their weapons and attacks. Taciax is no exception. He can easily use his divine powers but the time in close proximity to his deity and the undead, especially Ounzair, gave Taciax new understanding of the powers he wishes to destroy.
Taciax's appearance inspires fear but also peace. His black robe accompanied by his pure white wings, the unmistakable solar heritage, is a sign of reprieve for the mourning for they know that their loved ones are cared for by the good. Solar's have preferred weapons and Taciax favors the scythe, just like most deities of death. His legendary scythe cleaves through legions of undead and even when the time calls for it, he points it towards evil mortals that deserve the sweet release of death.
Taciax's Field of judgement
Taciax's field of judgement is a place of terror and hopelessness for his enemies, moments before death takes them. Taciax is an archsolar, a solar that stands above the other solars. Once Taciax activates his field, enters a more terrifying form. Taciax's ability to transform is the result of him reaching a height of power that his other siblings have yet to achieve. This earns him the title of archsolar.
Once Taciax activates his field, a 1000 mile radius becomes night and every undead will start to burn whether they hide or live on the surface. The nights become 3 hours longer and people live longer and healthier lives for 100 years.
Due to the extremely powerful nature of Taciax's powers instead of gaining bonuses when he is in the field, Taciax instead gets a different statblock.
Taciax "The Infinite Void"
If Taciax uses his field and transforms, his health is refilled to max and every spell he has cast is also refreshed. Use his second stat block. Once Taciax uses his field form, he no longer is a CR 30 creature, he is an Epic Monster.
Lair Actions
On initiative count 20 (losing ties). Taciax can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
- Taciax pulls at the strings of one of his enemies' fates. Taciax can choose a creature he can see. He has advantage on his attack rolls against it and it has disadvantage on saving throws against Taciax until Taciax picks another creature.
- Taciax speaks words of power. He can choose one creature that can hear him that must succeed on a DC 15 Wisdom saving throw or die. This lair action cannot be used again for the next 2 rounds.
- Taciax fills his scythe with death energy and swings it into the ground, releasing a 300-foot long and 30-foot wide line of death energy in front of him. Each creature in the area must succeed on a DC 28 Dexterity saving throw, taking 33 (6d10) radiant damage plus 33 (6d10) necrotic damage on a failed save, or half as much on a successful one. This attack ignores resistance, immunity and absorption.
Regional Effects
The region containing the field of judgement by Taciax is warped by his magic, which creates all of the following effects:
- Corpses in Taciax's field cannot be raised to become Undead.
- Undead, fiends, fey and aberrations cannot regain hit points through resting in his field.
- Mortals become immune to disease and can live longer once inside the field.
- Taciax can sense all undead or fiend in the field.
Variant: Mythic Taciax
If you believe that Taciax is lacking in power, you can use his mythic variant which adds a new layer of power unto his base kit.
Silent Whisper (Mythic Trait: Recharges after a Short or Long Rest). If Taciax is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 450 hit points.
Mythic Actions
If Taciax's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Silent Whisper.
Claws of Death (Costs 2 Actions). Dozens of metal claws made out of small scythes appear out of the ground on a point of Taciax's choosing within 60 feet of him that he can see. Each creature in a 20-foot radius Sphere centered on that point must make a DC 27 Dexterity Saving Throw. On a failed save, a creature is restrained and takes 22 (4d10) slashing damage. On a successful one, a creature takes no damage. A creature can repeat the saving throw at the end of their turn, ending the effect on a success. The metal claw has 18 AC, 50 hit points, immunity to necrotic, poison, and psychic damage.
Rake (Costs 3 Actions). Taciax summons giant scythes to rake a 30-foot cone in front of him. Each creature in that cone must make a DC 27 Dexterity saving throw. On a failed saving throw, the creature takes 33 (6d10) slashing damage and is dragged 20 feet towards Taciax. On a successful save, a creature takes no damage.
Succumb (Costs 4 Actions). Taciax lets out an aura of fatigue around 30 feet of him. Each creature in that aura must make a DC 20 Constitution saving throw. On a failed save, a creature takes 26 (4d12) necrotic damage and gain 1 level of exhaustion. On a successful one, a creature takes no damage.
Fighting Taciax as a mythic encounter is equivalent to taking on two challenge rating 30 creatures in one encounter. Award a party 155,000 XP for defeating Taciax after he uses Final Whisper.
Taciax "The Hand of Death"
Large celestial, neutral
- Armor Class 25 (natural armor)
- Hit Points 450 (29d10 + 290)
- Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA 30(+10) 25(+7) 30(+10) 25(+7) 25(+7) 30(+10)
- Saving Throws Str+ 19, Dex +16, Con +19, Wis +16, Cha +19
- Skills Perception +21, Arcana +16, History +16, Insight +16, Religion +16, Nature +16
- Damage Resistances psychic
- Damage Immunities necrotic, poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, blinded
- Senses truesight 120 ft. passive Perception 31
- Languages All, telepathy 120 ft.
- Challenge 30 (155,000 XP)
Divine Awareness. Taciax knows if he hears a lie.
Innate Spellcasting. Taciax's 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, dispel magic (5th level), gentle repose (permanent), invisibility (self only)
3/day each: divine word (all hp threshold are increased by 10 hp), geas (8th level), plane shift
1/day each: power word kill (hp threshold is increased to 120), forcecage, imprisonment, wish (he cannot use this spell to heal himself)
Legendary Resistance (3/Day). If Taciax fails a saving throw, he can choose to succeed instead.
Magic Resistance. Taciax has advantage on saving throws against spells and other magical effects.
Solar Sight. Taciax gains a +5 bonus to his Perception skill.
Pure Wings. Taciax's wings constantly fire searing flames out of them. At the start of his turn, each creature of his choice in a 50-foot radius and 200-foot high cylinder around him must succeed on a DC 27 Dexterity saving throw or take 14 (4d6) radiant and 14 (4d6) fire damage.
Reaper's Step. When Taciax uses the spell invisibility, he can immediately teleport next to an enemy he can see within 150 feet range of him as part of the spell.
Weapons of the Reaper. Taciax's weapon attacks are magical. When Taciax uses any weapon, the weapon deals an extra 5d8 radiant damage plus 5d8 necrotic damage (included in the attack). This ignores resistance and treats immunity as resistance.
Actions
Multiattack. Taciax makes two attacks with his Death Scythe and can cast invisibility.
Death Scythe. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit 32 (4d10 + 10) slashing damage plus 22 (5d8) radiant damage and 22 (5d8) necrotic damage.
Soul Reap. Taciax fires a deadly shock wave out of his scythe, attempting to rip the souls from his enemies with it. Each creature in a 60-foot cone in front of him must succeed on a DC 27 Constitution saving throw, taking 18 (4d8) radiant damage and 18 (4d8) necrotic damage on a failed one, or half as much damage on a successful one. On a failed save, the creature cannot regain hit points until the effect is removed by the lesser restoration spell or similar magic.
Honed Finger of Death (Recharge 5-6). Taciax fires a bolt of extremely powerful death lightning towards one creature within 150 feet range of him that he can see. A creature must succeed on a DC 27 Constitution saving throw, taking 141 (18d8 + 60) necrotic damage on a failed save, or half as much on a successful save. This ignores resistance and treats immunity as resistance. If a humanoid target is killed by this ability, it rises at the start of Taciax next turn as a Reaper that is under his command. A Reaper is an exact copy of the target and uses all of its Statistics except that it counts as a celestial, has no equipment, has no will on its own and obeys only Taciax. A greater restoration spell followed by a revivify or simlar magic can be used to restore it back.
Healing Touch (4/Day). Taciax touches another creature. The target magically regains 50 (10d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Legendary Actions
Taciax 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. Taciax regains spent legendary actions at the start of his turn.
Teleport. Taciax magically teleports, along with any equipment he is wearing or carrying, up to 150 feet to an unoccupied space he can see.
Cast Invisibility. Taciax casts the spell invisibility on himself.
Soul Reap (Costs 2 Actions). Taciax uses his Soul Reap ability.
Death Scythe (Costs 3 Actions). Taciax makes a Death Scythe attack.
Drain (Costs 4 Actions). Taciax raises his hand and absorbs the life force of his enemies in a 50-foot radius around him. Each creature in the area must succeed on a DC 27 Constitution saving throw, taking 52 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Taciax regains hit points equal to half the damage dealt.
Variant: Mythic Infinite Void
If you believe that the infinite void is lacking in power, you can use his mythic variant which adds a new layer of power unto his base kit.
Void Scythe (Mythic Trait: Recharges after a Short or Long Rest). If the infinite void is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 1663 hit points and gains the following attack.
Finger of Death Barrage. Taciax raises a finger and releases a barrage of death energy towards a point within 120 feet of him that he can see. Each creature in a 60-foot radius Sphere centered on that point must make a DC 23 Dexterity saving throw. A target takes 104 (12d8 + 50) necrotic damage on a failed save, or half as much damage on a successful one. This attack acts as a finger of death spell.
Void Scythe (Recharge 5-6). Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit 300 (40d8 + 120) force damage. If it hits a creature with less than 600 hit points the creature must make a DC 28 Charisma saving throw or be erased from reality. This action ignores resistances, immunities and absorptions. If this damage reduces the target to 0 hit points, it is disintegrated. The creature can be restored to life only by means of a 10th level true resurrection or a 10th level wish spell.
Fighting Taciax as a mythic encounter is equivalent to taking on two epic creatures in one encounter. Award a party 300,000 XP for defeating Taciax after he uses Void Scythe.
Taciax "The Infinite Void"
"Death is nothing, but to live defeated and inglorious is to die daily. - Taciax"
There was a legend that the most powerful solars rarely used their fields believing that their normal state was enough. There were four of them, four solars that even gods would rather not meet even if it meant befriending them.
Taciax is one of them. Specifically Taciax is the 2nd strongest solar, only second to his absurdly powerful brother Xephalam. But should he activate his field again even gods will steer clear for no one escapes death.
Taciax "The Infinite Void"
Large celestial, neutral
- Armor Class 30 (natural armor)
- Hit Points 1663 (955d10 + 1140)
- Speed 50 ft., fly 300 ft.
STR DEX CON INT WIS CHA 36(+13) 25(+7) 34(+12) 25(+7) 25(+7) 30(+10)
- Saving Throws Str+ 23, Dex +17, Con +22, Int +17, Wis +17, Cha +20
- Skills Perception +22, Arcana +17, History +17, Insight +17, Religion +17, Nature +17
- Damage Resistances force; bludgeoning, piercing, and slashing damage from very rare or lesser magical weapon
- Damage Immunities necrotic, poison, psychic, radiant; bludgeoning, piercing, and slashing damage from rare or lesser magical weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, blinded
- Senses truesight 1000 ft. passive Perception 32
- Languages All, telepathy 1000 ft.
- Challenge Epic (+10 Proficiency Bonus; 300,000 XP)
Death's Eye. Taciax is able to sense the presence of every being in his field, no matter how powerful or weak. Nothing short of a wish can block this ability.
Death's Step. When Taciax uses the spell greater invisibility, he can immediately teleport within 10 feet of a creature he can see within 300 feet range of him as part of the spell.
Death's Wings. Taciax's wings constantly shoot freezing death out of them. At the start of his turn every creature in a 100-foot radius, 200-foot high cylinder around him must succeed on a DC 28 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a successful one.
Divine Awareness. Taciax knows if he hears a lie.
Innate Spellcasting. Taciax's spellcasting ability is Charisma (spell save DC 28). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel (7th level), gentle repose (permanent), greater invisibility (self only), true resurrection
3/day each: divine word (all hp thresholds are increased by 80 hp), geas (9th level), circle of death (9th level) plane shift
1/day each: power word kill (hp threshold is increased to 300), forcecage, imprisonment, wish (he cannot use this spell to heal himself)
Legendary Resistance (5/Day). If Taciax fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Taciax is immune to spells of 6th level or lower unless he wishes to be affected. He has advantage on saving throws against all other spells and magical effects.
Master of Life and Death. Taciax can cast True Resurrection at will. He can revive any creature no matter what. He can cure them of madness, any illness, fix any problem and heal them in any way possible. He has no limits when it comes to reviving or fixing a deceased creature.
Solar Sight. Taciax gains a +5 bonus to his Perception skill.
True Weapons of the Reaper. Taciax's weapon attacks are magical. When Taciax uses any weapon, the weapon deals an extra 13d8 necrotic damage(included in the attack). This ignores resistance and treats immunity as resistance. This ignores absorption.
Actions
Multiattack. Taciax makes two attacks with his Death Scythe and can cast greater invisibility.
Death Scythe. Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit 35 (4d10 + 13) slashing damage plus 58 (13d8) necrotic damage.
Death's Call. Taciax beckons to the souls of his enemies, forcefully ripping it from their bodies. Every creature that can hear, see or is aware of Taciax must succeed on a DC 28 Constitution, taking 72 (16d8) necrotic damage on a failed save or half as much damage on a successful one. On a failed save the creature also cannot regain hit points until the effect is removed by a greater restoration spell or similar magic.
Death's Finger of Disintegration (Recharge 5-6). Taciax fires a beam of death and destruction towards one creature, within 300 feet of him. The targeted creature must succeed on a DC 28 Constitution saving throw, taking 205 (30d8 + 70) necrotic or force damage (Taciax's choice) on a failed save, or half as much damage on a successful one. This ability ignores resistances, immunities and absorptions. If this damage reduces the target to 0 hit points, it is disintegrated. If any creature is killed by this ability, it rises at the start of Taciax's next turn as a Ghostly Reaper that is permanently under his command. A Ghostly Reaper is an exact copy of the target and is equipped with and attuned to all of its remaining equipment and has all its Statistics except that it counts as a celestial, has no will on its own and obeys only Taciax. The creature can be restored to life only by means of a true resurrection or a wish spell.
Healing Touch (5/Day). Taciax touches another creature. The target magically regains 100 (20d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Legendary Actions
Taciax 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. Taciax regains spent legendary actions at the start of his turn.
Death's Step. Taciax magically teleports, along with any equipment he is wearing or carrying, up to 300 feet to an unoccupied space he can see and can immediately do a Death Scythe attack.
Death's Sweep (Costs 2 Actions). Taciax makes a Death Scythe attack towards every enemy in his reach.
Death's Dance (Costs 3 Actions). Taciax uses his Death's Step followed by his Death's Call.
Siphon (Costs 5 Actions). Taciax raises his hand and absorbs the life force of his enemies in a 100-foot radius around him. Every creature in the area must succeed on a DC 28 Wisdom saving throw or get its maximum hit points reduced by 81 (18d8) on a failed save, or half as much on a successful one. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with a greater restoration spell or similar magic. Taciax regains hit points equal to the hit points lost.