Taratect lore + Nightmare Vestiges

by Terrorbyte34

Search GM Binder Visit User Profile

Taratect Lore

The taratects are a relatively new addition to the races of the Forgotten Relms, having come into existence about fifty years before the Spellplague, though the exact date is unknown. What is known is that the taratects quickly retreated from the surface world to escape from persecution from the native races of the surface who saw them as nothing more than the remnants of a demonic incursion. The taratects delved underground, but soon ran into another a problem, the drow. Seeing their demonic origin and spiderlike nature, the Drow initially believed that they were a gift or messengers from Lolth. However, as soon as Lolth hear of the taratects, she sought to enslave them. The taratects were quick to resist, and eventually created a special demiplane to live on, instead of having to dwell on the material plane. There the taratects lived for years in relative peace, only rarely coming to the material plane. However, the demiplane is quickly becoming too small to contain the rapidly growing taratect population. As such, the taratects have begun establishing colonies on the material plane.

Relations

Many taratect colonies are often hidden and far removed from other settlements, as many of them are in underground caverns close to the surface, or hidden deep in unexplored forests. While still generally treated with distrust, the demonic origins of the taratects were largely forgotten. Despite this, their physical appearance still marks them as unnatural at best. Of all common races, they are actually on the best terms with dwarves. This largely seems to result from the fact that dwarves are the race that taratects come into contact with most frequently. Even though they inhabit the same territory, taratects are content to live deeper into the caves than most dwarves will build their settlements. The taratects often protect the dwarves from creatures that come up from the Underdark, while the dwarves help to spread the word that the taratects can be helpful. Taratects have the next best relationship with humans, more or less because large human settlements are somewhat use to unusual creatures and allies. However in frontier areas, tensions can easily run high, or even result in violence.

Of all races on the surface, it is the elves that taratects actively avoid. This is in part due to extreme mistrust between the two groups. The elves are one of the few races who remember the taratect's demonic origins, as many of the elves who experienced the incursion that spawned the taratects are still living. On the other hand, the taratects remember the elves taking part in them being driven underground, and the drow's subsequent attempts at enslaving them. These combined factors result in extreme mistrust between the two races.

Fey Friends

Despite their strained relationship with elves, the taratects seem to get along strangely well with non evil fey, especially dryads, pixies, and sprites. The taratects often serve as a protective force for these fey creatures, guarding them against many of the creatures that would threaten them or their forests. A forest that houses a taratect colony may superficially resemble one with an ettercap infestation, but there is one key difference, instead of fey creatures being hunted to near extinction, fey creatures flourish in these forests. In return, many of these fey creatures teach the taratects practical survival skills, and teach them what they know of the history of the world.

Culture

Taratects live in communal colonies, often working together and sharing almost everything. Within these colonies, taratects are often grouped into castes based on their evolutionary level. Taratect of the same evolutionary level are considered equal and always report to a taratect of a higher evolutionary level. These colonies are matriarchal, though this stems from the fact that females out number males close to one hundred to one. This extreme gender imbalance means that the death of a couple males could lead to the death of an entire colony. For this reason, most males are not allowed to leave the colony, and are heavily guarded and protected within the colony. This issue can be somewhat lessened by the fact that taratects with semihumanoid forms, as well as those who can transform into humanoids through magic, can reproduce with non-taratect species. Such pairings always result in fully taratect children. Taratects also revere their own unique pantheon of Gods and Goddesses, known collectively as the Progenitors. The pantheon includes Ariel, Jirai Gumo, Ner Scylla, Kumoko Shiraori, Oni Tsuma, Ragna Kadayki, and Desu Masuku. Taratects claim that these deities rose from among the first generation of taratects, which is generally accepted as there is no evidence to disprove this claim. Each of these deities is representative of one of the current evolutionary lines. Taratects worship all of their deities, but give special heed to the one that represents their evolutionary line. Aside from these common traits, the different evolutionary lines of the taratects act very differently and hold their own customs and place in colonies.

Assassin Spider

The assassin spider line was the second recorded evolutionary line, though they are also one of the least common. Before their transformation into arachnie, the assassin spider undergoes several major changes between each evolutionary stage. The small poison taratect looks like a normal smaller taratect, but with nine to twelve pink orbs decorating their carapace. The Zoa Ere trades these orbs with spikes, and the last third of the abdomen turns a deep black in color. Additionally the front legs turn into deadly scythes. The Ede Saine looks very similar to the Zoa Ere, but the scythes grow to be longer. The Zana Horowa undergoes another major change, substituting the majority of their spikes for three large ones. The shell also becomes covered with patterns of pink and red markings, and the black coloration on the abdomen disappears. The Arachnie again changes dramatically, losing the markings and large spikes of the Zana Horrowa. Instead the shell is almost completely white, though a few black stripes are present along the spider head and just behind the humanoid torso. The shell also has a row of five diamond shaped bumps on the spider's abdomen. The humanoid torso is always strikingly beautiful and tends to resemble a human or elf, though other torsos are possible. The torso connects to the spider body just behind the spider head, and the connecting point is hidden by a coat of thick short hair. The assassin spiders often serve as guards to the other important colony members. They also tend to serve as long range scouts. They can also serve as field leaders or, as their name suggests, assassins by using their Evil Eyes, which are undetectable except through the effect they cause. Assassin spiders lay a couple hundred eggs at a time. The mother often watches over her offspring, but generally does nothing more than step in to protect them from an overwhelming threat. Other than that, it is much more common for siblings to look after each other.

Kumoko Shiraori

"The White Reaper," Kumoko Shiraori serves as the patron deity of the taratects. Kumoko does have a number of clerics amongst the taratects. Most of them worship her as a goddess of death, but a few also worship her a goddess of magic. Kumoko rarely speaks or otherwise makes her presence known, though she does grant spells to those who pray to her. She also seems far more interested in her domain over magic than she does about death. Kumoko is depicted as woman in her prime, dressed in a ornate white dress that covers almost all of her skin, except her face and hands. She is extremely beautiful, but never opens her eyes, and rarely aloud. She holds a massive scythe that is named Darklight. Her holy symbol is a cluster of eight stars, connecting a tome of magic to Darklight.

Ikotomi

The Ikotomi was the sixth recorded branch of taratects. Most Ikotomi's shells are colored like stones created by lava, including basalt, granite, obsidian, and rhyolite. A very small number of them are a royal purple. The Ikotomi line grows numerous barbed and hook like spikes on their shells. The Ikotomi often wrap themselves in their own webs, monst often as a form of insulation. The Ikotomi line tend to have very high body temperatures, so this wrapping is often required to keep themselves from getting too cold. They work as a colonies blacksmiths and metal workers. They tend to be rare, but this is generally fine, as most taratects have little need for forged armor and weapons. Despite this the Ikotomi tend to be very diligent in their labor. The Ikotomi lay between 10-15 eggs. The young hatch and often stick with their mother, much in the way baby koalas cling to their mother. The young do this for about nine months, at which point they are considered mature enough to venture out on their own.

Ragna Kadayki

Ragna Kadayki serves as the patron deity of the Ikotomi line. All Ikotomi give prayer to him, often asking that he bless whatever project they are working on. Only the most impressive Ikotomi craftsman is permitted to call themselves a cleric. One of the two males amongst the Progenitors, Ragna is depicted as a well muscled human with skin tanned by heat. He is described as handsome, though his eyes burn with all the ferocity of a roaring wildfire. He is often seen holding his smith's hammer which he christened Dawnbreaker. His holy symbol is a volcano sitting atop an anvil.

Mystic Arachnid

The mystic arachnid was the third recorded evolutionary line, though it is contested whether it or the toxic kumori actually developed first. The mystic arachnid has a pastel purple, green, blue, or pink shell. This shell is coated with small spines and hairs. As they move up the evolutionary line, the spines are gradually coated with with crystals. These crystals appear to be made of crystalized magic, though they have no discernible use. Mystic arachnids help the colony as their magic experts. Many of them are responsible for the magic wards and protections of the colony. Most of them take similar roles that wizards or sorcerers would in other settlements. Mystic arachnids lay close to one hundred eggs at a time, though most are actually not viable eggs. Generally only about 20 eggs actually hatch. The remaining eggs serve as food for the hatchlings. The mother of the eggs often watches over the infants for the first couple years, but after that the infants are on their own.

Ner Scylla

The patron deity of the mystic arachnids is Ner Scylla, "the Crystal Spider." Almost all mystic arachnids claim to be a "cleric" of Ner Scylla as they believe that the she is the one who grants them magic. Whether this is true or not, Ner Scylla does regularly speak to her more devout followers, providing advice and warnings. Ner Scylla also tends to command the mystic taratects to aid creatures in need, within reason. Creatures that are evil in nature rarely deserve help, at least according to her. Ner Scylla often appears as an adolescent elf wearing a knee length frilly dress with no sleeves that is striped purple and electric yellow. She is also typically wearing a large crooked witch hat. She wields Ortilnde, a massive bow made from mistletoe, in battle. Her holy symbol is three large purple crystals surrounded by yellow arcane talismans.

Pure Taratect

The pure taratect line was the first taratect evolutionary line, with all others having branched off from it. Like all taratects, the pure taratect starts off as white, but their coloration swaps between brown and white depending on the evolutionary stage, ending with the queens being a dark brown. Other than that, they just appear to be larger and more heavily built versions of infant taratects. The pure taratects often serve as a colony's leaders and governing officials. They spend much of their time overseeing the other groups of taratects. They also serve as the law and order of a colony. At almost every colony's heart, will sit a queen taratect. Most other important officials will be her pure line children. When a queen dies, if she ever does, her eldest child will take her place. The pure taratect line has perhaps the cruelest idea to raising children. A queen taratect will lay thousands of eggs at a time, but cares nothing for them other than laying them in a safe place. Once there, a taratect queen has little thought over whether those children will survive. The strongest among them will, and the rest will die. It is speculated this mentality was developed during the Spellplague, as during that time period, the taratects had actually become trapped in demiplane. This led to a rapid population growth with no where to house it. This mentality happened as a result.

Ariel

The pure taratect line primarily revers Ariel, the Origin Taratect. It is held that Ariel was the very first taratect, and all other taratects are her descendants. It is for this reason that the pure taratect line rules over the other taratects, Ariel commanded that it be so. Ariel does not really have clerics, but instead is more collectively worshiped by the entire taratect race. She does lend special aid to taratect queens at times, but otherwise serves a guardian over all taratects. Ariel is depicted as a female humanoid wearing a revealing outfit. This outfit, named Deathseeker, includes a cape made of eight strands that she can manipulate as deadly weapons and functions as powerful armor. She has also been observed controlling other creature's bodies with threads. Her holy symbol is an amethyst carving of her face superimposed on a golden spider web.

Rachnoids

The seventh line of taratects to be recorded, the rachnoids are considered the most unusual. This is largely because their biology functions a lot more like a normal humanoid than most other taratects. The Rachnoid's humanoid body often resembles a human's or elf's. Their spider like features remain the same pure white with small brown stripes that all taratects start with, until they reach the Hive Master evolutionary stage. At this point, their spider like features change to be almost any combination of two colors. These colors are most often the favorite two colors of the rachnoid in question. Rachnoids act as ambassadors for taratect colonies, mostly due to their naturally charismatic nature and more humanoid appearance. Rachnoids also serve as advisor for the Queen Taratects. Rachnoids are the most caring parents of all taratects. A female rachnoid does lay eggs, but usually only one or two at a time. The parents then tend to raise the child much in the same way a human would. This is in part because rachnoids mature much more slowly than all other taratects, often taking years to mature instead of months.

Oni Tsuma

The rachnoids revere their patron deity Oni Tsuma. Oni Tsuma is one of the few taratect deities to have true clerics that she directly lends power to. The major tenants of her faith is to always try to the best thing for the people (whatever race you belong to as she will accept nontaratect worshipers), celebrate life, and give to those who need it. Her clerics often act very differently than many other clerics, often pulling elaborate pranks and tricks. This is mostly due to the fact that Oni Tsuma an incorrigible prankster. She is depicted as a lush woman with raven black hair. Four dark purple spider legs sprout from her back, and she has an ice blue spider tail. She is dressed in a bridal gown and holds rapier adorned with spider motifs. Her holy symbol is a copper silhouette of herself surrounded by a bouquet of carnivorous flowers.

Toxic Kumori

The Toxic Kumori is considered the fourth line of taratects, however some contest this saying they should be called the third. Their shell is brightly colored like a massive stained glass window. The only exception to this is the white skull pattern that grows on their abdomen. Toxic Kumori act as doctors, alchemist and apothecaries for taratect colonies. They are masters of herbal remedies, and are constantly in search of new plants or new uses for old ones. They are said to rival hags in the number of potions, poisons, and other magical drinks they can make. Toxic kumori tend to lay 50-100 eggs at once. They tend to gather all eggs in the same place where they are looked after and raised by the entire community. The Toxic Kumori do not generally care if they ever know who their actual mother or father was, instead they are raised to simply enjoy the company of others that they trust.

Desu Masuku

The twin brother of Ner Scylla, Desu Masuku is the patron deity of the Toxic Kumori. It is believed that their status of twins is what caused the debate between whether the mystic arachnid or the toxic kumori came about first. Desu Masuku is highly competitive with his twin sister. He is the third taratect deity to have true clerics (Kumoko and Tsuma are the others.) He is the driving force behind the toxic kumori's desire to always find some new medicine. Desu is described as a tall elf with solid yellow eyes. He has thin wiry hair and a muscular build. He wears a suit of mithral scale mail and carries a large sword. His holy symbol is a Toxic Kumori standing on top of a poison oak leaf.

Webreaver

The fifth evolutionary line to appear, the webreaver superficially resembles an arachnie. However, there are notable differences. Webreavers are larger, and their shells tend to be rusty red, brown, grey or black, instead of white. A webreaver's humanoid torso also emerges right at the front of the spider body and they do not possess a spider head on the spider body. A webreaver's front legs are also distinctly shaped more like humanoid legs than spider legs. Webreavers act as a colonies elite warrior group and soldiers. They are the most combat oriented and disciplined of all taratects. That being said, chaos still resides in their very nature. They often direct this chaos into forming complicated battle plans, or into their combat dances. Webreavers lay 30-40 eggs at a time. The young remain with their mother for a short time, but are soon given over to the trainers so that the young webreavers quickly grow up to be strong warriors.

Jirai Gumo

"The Assassin Thread," Jirai Gumo is the patron deity of the webreavers. She served as the head general and strategist of the taratect forces during the Drow wars. She does not have many clerics, but she does regularly guide paladins. She guides in followers in war time strategy and in the midst of combat. One of the tenants of her faith is to seek glory in battle. Jirai is described as a webreaver with an obsidian black shell and a dark skinned human torso. She wears a black set of half plate armor over her torso. In battle she uses the her threads as nearly invisible bladed weapons. Jirai's holy symbol is a black outline of a webreaver against a full moon. Surrounding the webreaver is ten silver threads.

Taratect Deity Statblocks



Kumoko Shiraori

Medium celestial, chaotic neutral


  • Armor Class 24 (natural)
  • Hit Points 875 (70d8 + 580)
  • Speed 30ft Climb 30 ft

STR DEX CON INT WIS CHA
20 (+5) 30 (+10) 27 (+8) 30 (+10) 27 (+8) 10 (+0)

  • Saving Throws Dexterity +19, Intelligence +19, Wisdom +19
  • Skills Acrobatics +19, Animal Handling + 19, Arcana + 28, Perception +28, Sleight of Hand +19, Stealth +19
  • Damage Resistances bludgeoning, piercing, and slashing damage from magical weapons
  • Damage Immunities All nonmagical damage; magical poison and necrotic damage.
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
  • Senses Truesight 1000ft passive Perception 38
  • Languages all languages, telepathy 1000ft
  • Challenge 35 (286,000 Xp)

Clairvoyance. Kumoko can innately cast scrying at will. When she creates a location sensor she can move the sensor up to 30ft per round with a bonus action. When she creates a creature sensor, she automatically gets to view the creature if she has seen it before. Kumoko's truesight works through the sensor. If the sensor is with 6 miles of her, she can cast spells and use her Evil Eyes through her sensor.
Divine Status. Spells or other abilities that allow damage to ignore or reduce damage resistances and immunities do not work against Kumoko, unless those effects are specifically made to harm deities. Kumoko does not need to eat, drink, sleep, or rest, though she can choose to do so.
Legendary Resistance (3/Day). If Kumoko fails a saving throw, she can choose to succeed instead.
Magic Deity. Kumoko has a number of 10th, 11th, and 12th level spell slots. She does not know any spells of those levels nor can she cast them if she learns them. She can upcast her others spells to those levels however. For example she could upcast Magic Missile to 12th level and create 14 missiles.
Magic Resistance. Kumoko has advantage on saving throws against spells and other magical effects.
Magic Weapons. Kumoko’s weapon attacks are magical. Darklight has a +3 to attack and damage rolls (included in the attack.)

Parallel Wills. Kumoko takes three turns in a single round. To determine when she has these turns roll initiative for her once, and then apply a + 10 and a -10 bonus to find her other turns. For example if her normal initiative was 17, Kumoko would take a turn on initiative count 27, 17, and 7. She can perform any action during her first 2 turns, but always dodges on her last turn in a round. She also can not take the same action twice in a round. For example, if she cast a spell as an action on her first turn, she cannot cast another spell that costs an action on her second turn. The benefits of anything that lasts 1 round lasts until the same turn as when the benefit started. For example she would gain the benefits of the dodge action until the end of her third turn.
Ruler of Pride. Kumoko's pride is so strong that her mere presence can crush the wills of others. Any creature that damages Kumoko while within 100ft of her must make a DC 25 Charisma saving throw or be stunned until the end of their next turn.
Spellcasting. Kumoko is a 35th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Kumoko can cast Magic Missile and Misty Step at will. She can cast Counterspell and Fireball without a spell slot once per long rest and has the following wizard spells prepared:
Cantrips (at will): Acid Splash, Encode Thoughts, Mage Hand, Mending, Poison Spray, Toll the Dead
1st level (5 slots): Catapult, Detect Magic, Grease, Magic Missile, Shield, Silvery Barbs, Tasha's Hideous Laughter, Thunderwave 2nd level (4 slots): Blindness/Deafness, Blur, Detect Thoughts, Invisibility, Melf's Acid Arrow, Misty Step, Tasha's Mind Whip
3rd level (4 slots): Counterspell, Dispel Magic, Erupting Earth, Fireball, Haste, Lightning Bolt, Sleet Storm, Summon Shadowspawn
4th level (4 slots): Banishment, Dimension Door, Gravity Sinkhole, Hallucinatory Terrain, Leomund's Secret Chest, Phantasmal Killer
5th level (4 slots): Animate Objects, Cone of Cold, Contact Other Plane, Dominate Person, Modify Memory, Transmute Rock
6th level (3 slots): Chain Lightning, Circle of Death, Investiture of Ice, Programed Illusion
7th level (3 slots): Crown of Stars, Finger of Death, Reverse Gravity, Teleport
8th level (2 slots): Feeblemind, Reality Break
9th level (2 slots): Gate, Wish
10th level (2 slot): See Magic Deity
11th level (1 slot): See Magic Deity
12th level (1 slot): See Magic Deity



Actions

Multiattack. Kumoko uses the Eight Evil Eyes and then makes 2 attacks, one bite and 1 darklight.

Bite. melee weapon attack: +19 to hit, Reach 5ft, one target. Hit 12 (1d4 +10) piercing damage + 22 (9d4) poison damage.

Darklight. melee weapon attack: +22 to hit, Reach 5ft, one target. Hit 20 (2d6+13) piercing damage + 22 (9d4) necrotic damage

Eight Evil Eyes. ranged spell attack: +19 to hit, Range 100ft, she fires all of these following effects, she can fire these at different targets or multiple at a single target. Hit: The target is affected by one of the following effects
Evil Eye of Annihilation. On a hit, the target takes 90 (36d4) necrotic damage If the target is reduced to 0 HP, the target dies and its body turns to dust.
Evil Eye of Banishing. On a hit, if the target is not native to the plane of existence that you are currently on, it is banished back to its native plane. After 1 minute, the creature can make a DC 25 Charisma Saving. If it succeeds it returns to the same point it was banished from. If this space is occupied, the creature reappears in the nearest unoccupied space that will accommodate it. If it fails it stays banished and must find a different way back to plane it was banished from.
Evil Eye of Charm. On a hit, the target becomes charmed by you. This effect is the same as the Dominate Beast, Dominate Person, or Dominate Monster. (Use the appropriate spell description for the target. A beast gets Dominate Beast, a hummanoid or goblinoid gets Domiate Person, and everything else gets Dominate Monster.)
Evil Eye of Grudge. On a hit, the target is cursed for 1 minute. During the end of each of its turn's reduce the target's Constitution score by 1d4. If this reduction reduces the targets Constitution Score to 0, the target dies. A greater restoration or more other such spell can remove the curse and restore the lost Constitution
Evil Eye of Petrification. On a hit, the target becomes restrained. At the start of its next turn, it must make a DC 25 Constitution saving throw. Keep track of successes and failures. After 3 successes, the effect ends. After 3 failures, the creature is petrified.

Evil Eye of Repulsion. On a hit the target is pushed 30 ft in a random direction. If the creature comes into contact with any solid surface (including another creature), both it and the surface takes 1d6 bludgeoning damage per 10ft traveled. Alternatively, you can make the target fall prone. The target must use its action to make a DC 25 Strength Save to end the condition.
Evil Eye of Stasis. On a hit, the target is paralyzed for 1 minute. At the end of each of its turns, the creature can make a Constitution saving throw against your Mana DC, ending the condition on a success.
Evil Eye of Warping. On a hit, the target takes 45 (18d4) force damage. The target also has disadvantage on all attack rolls and saving throws until the end of its next turn as the power of this eye painfully contorts its body.

Rotting Breath (recharge 5-6). Kumoko exhales necrotic energy in a 30 ft cone. All creatures in that area must make a DC 25 Dexterity saving throw or take 90 (36d4) necrotic damage.

Legendary Actions

Kumoko can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kumoko regains spent legendary actions at the start of her first turn during a round.
Attack. Kumoko makes a single weapon attack
Evil Eye. Kumoko fires a single random Evil Eye
Minor Spell. Kumoko casts a 5th level or lower spell
Major Spell. Kumoko casts a 6th level or higher spell



Ragna Kadayki

Medium celestial, Chaotic Neutral


  • Armor Class 24 (natural)
  • Hit Points 899 (62d8 +10)
  • Speed 30 ft, Climb 30ft

STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 30 (+10) 30 (+10) 24 (+7) 24 (+7)

  • Saving Throws Strength +18, Intelligence +19, Charisma + 16
  • Skills Athletics +18, Arcana +19, History +19, Investigation +19, Nature +19, Persuasion +27, Religion +27
  • Damage Resistances Magical Bludgeoning, Piercing, and Slashing damage
  • Damage Immunities all nonmagical damage, magical poison and fire
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
  • Senses Darkvision 120ft passive Perception 17
  • Languages all Telepathy 1000ft
  • Challenge 32 (198,000 Xp)

Brutal Critical. When Ragna scores a critical hit, he rolls an extra 7 damage die.
Divine Status. Spells or other abilities that allow damage to ignore or reduce damage resistances and immunities do not work against Ragna, unless those effects are specifically made to harm deities. Ragna does not need to eat, drink, sleep, or rest, though she can choose to do so.
Fire Deity. Ragna can ignore resistance and immunity to fire damage. Whenever Ragna deals fire damage he can add his Intelligence modifier to the damage (included in the description) Legendary Resistance (3/Day). If Ragna fails a saving throw, she can choose to succeed instead. Magic Resistance. Ragna has advantage on saving throws against spells and other magical effects. Magic Weapons. Ragna’s weapon attacks are magical. Dawnmaker has a +3 to attack and damage rolls (included in the attack) and functions as a Nine Lives Stealer and Weapon of Warning.
Omniscient. Ragna cannot be surprised.
Overwhelming Might. Ragna can choose to take a -5 to attack to gain +10 on damage (included in attacks as [OM +#].)
Ruler of Sloth. Ragna's presence can fill other creatures with laziness and makes them tire easily. A creature that starts its turn within 100ft of Ragna must make a DC 24 Constitution saving throw. A creature that fails the saving gains a level of exhaustion if it takes both a bonus action and action on its turn.

Actions

Multiattack. Ragna uses his fire breath if it is charged and then makes 2 attack, 1 bite and 1 Dawnmaker, or 2 Hurl Flame attacks.

Bite. melee weapon attack: +18; [OM +13] to hit, Reach 5ft, one target. Hit 11 (1d4+9); [OM 21 (1d4+19)] piercing + 32 (9d4 +10) fire damage

Dawnmaker. melee weapon attack: +21; [OM +16] to hit, Reach 5ft, one target. Hit 17 (1d10 + 12); [OM 27 (1d10 + 22`)] bludgeoning damage + 55 (18d4+10) fire damage

Hurl Flame. ranged spell attack: +16; [OM +11] to hit, Reach 5ft, one target. Hit 17 (2d6+10); [OM 27 (2d6+20)] fire damage
Fire Breath. Ragna exhales flame in a 5ft wide 60ft long line. All creatures in that area must succeed on a DC 24 Dexterity saving throw, taking 100 (36d4+10) fire damage on a failure or half on a success

Legendary Actions

Ragna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ragna regains spent legendary actions at the start of his turn.
Attack. Ragna makes a single melee weapon attack.
Hurl Flame. Ragna makes a Hurl Flame attack. Blazing Judgment (costs 2 actions). All creatures within 15ft of Ragna must make a DC 24 dexterity saving throw, taking 55 (18d4+10) fire damage on a failure or half on a success.



Ner Scylla

Medium celestial, chaotic good


  • Armor Class 24
  • Hit Points 870 (60d8+600)
  • Speed 30 Climb 30ft

STR DEX CON INT WIS CHA
27 (+7) 27 (+7) 30 (+10) 20 (+5) 30 (+10) 24 (+7)

  • Saving Throws Dexterity +16, Wisdom +19, Charisma +16
  • Skills Acrobatics +16, Animal Handling +19, Insight + 19, Medicine +19, Perception +19, Nature +28
  • Damage Resistances Magical Bludgeoning, Piercing, and Slashing damage
  • Damage Immunities all nonmagical damage, magical poison and fire damage
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
  • Senses Darkvision 120ft passive Perception 20
  • Languages all telepathy 100ft
  • Challenge 30 (155,000 Xp)

Divine Status. Spells or other abilities that allow damage to ignore or reduce damage resistances and immunities do not work against Ner Scylla, unless those effects are specifically made to harm deities. Ner Scylla does not need to eat, drink, sleep, or rest, though she can choose to do so.
Innate Magic Deity. Ner Scylla can alter her innately cast spells. The can apply 1 of the following alterations to a spell: 1). Double the range of a spell. 2). Give a spell with a range of touch a 30ft range instead. 3). Reroll up to ten damage die for a spell. 4). Cast spell with a casting time of 1 action as a bonus action. 5). Gain advantage on attack rolls with the spell. 6). Give all creatures disadvantage against the spell's effects.
Innate Spellcasting. Ner Scylla’s spellcasting ability is Wisdom (spell save DC 27). She can innately cast the following spells, requiring no somatic or material components:
(at will): Acid Splash, Prestidigitation, Sword Burst (3/day): Cloudkill, Conjure Animals (spiders), Dark Bullet, Dark Spear, Greater Invisibility, Ice Knife, Ray of Sickness, Shadow Blade, Shadow Sink, Vitriolic Sphere
(2/day) Gravity Fissure, Mordenkainen's Sword
(1/day) Blade of Disaster, Carnage
Legendary Resistance (3/Day). If Ner Scylla fails a saving throw, she can choose to succeed instead.
Magic Resistance. Ner Scylla has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ner Scylla’s weapon attacks are magical. Ortlinde has a +3 to attack and damage rolls (included in the attack) and functions as an Oathbow and a Two Birds Sling.
Ruler of Greed. Ner's greed for knowledge and strength allow her to steal power from those she has killed. Whenever Ner Scylla kills a creature, for the next minute, she can use any class or racial feature that creature had, except spellcasting. If the ability was dependent on an ability score use Ner Scylla's ability scores.
Shapechanger. Ner Scylla can use a bonus action to polymorph into a beast or humanoid she has seen, or back into her true form. Her statistics, other than its size, are the same in each form. Any equipment she is wearing or carrying is absorbed, except for Ortlinde which she can choose to not absorb. She reverts to her true form if she dies.

Actions

Multiattack. Ner Scylla makes 3 attacks, 3 bites or 3 Ortlinde

Bite. melee weapon attack: +16 to hit, Reach 5th, one target. Hit 9 (1d4+7) piercing damage + 22 (9d4) poison damage

Ortlinde. ranged weapon attack: +19 to hit, Range 150/600ft, one target. Hit 14 (1d8+10) piercing damage. The target must succeed on a DC 27 saving throw or become poisoned for the next minute. While poisoned in this way the creature takes 9 (3d4) poison damage at the start of each of its turns. An affected creature can repeat the saving throw at the end of its turn.

Thundersnow Breath (recharge 5-6). Ner Scylla exhales a cloud of electrically charged snow in a 30ft cone. All creatures in this area must make a DC 27 Constitution saving throw or, taking 45 (18d4) cold damage + 45 (18d4) lightning damage on a failure or half on a success.

Legendary Actions

Ner Scylla can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ner regains spent legendary actions at the start of his turn.
Attack. Ner makes a single weapon attack.
Spell. Ner casts a spell.
Modified Spell (costs 2 actions). Ner casts a spell with one of the alterations from her Innate Magic Deity feature.

Reactions

Copy Spell. When Ner sees a hostile creature cast a spell, she can use her reaction to copy that spell, casting it at the same level immediately after the original person casting the spell. When she does this use her Innate Spell DC in place of the original caster's spell DC.



Ariel

Medium celestial, Chaotic Neutral


  • Armor Class 24 (natural)
  • Hit Points 1221 (84d8+840)
  • Speed 30 ft, Climb 30 ft

STR DEX CON INT WIS CHA
30 (+10) 24 (+7) 30 (+10) 24 (+7) 26 (+8) 26 (+8)

  • Saving Throws Strength + 19, Wisdom + 17, Charisma +17
  • Skills Athletics + 28, Acrobatics +16, Intimidation + 17
  • Damage Resistances Magical Bludgeoning, Piercing, and Slashing damage
  • Damage Immunities all nonmagical damage, magical poison and force damage
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
  • Senses Darkvision 120ft passive Perception 20
  • Languages all telepathy 100ft
  • Challenge 37 (365,000 Xp)

Divine Status. Spells or other abilities that allow damage to ignore or reduce damage resistances and immunities do not work against Ariel, unless those effects are specifically made to harm deities. Ariel does not need to eat, drink, sleep, or rest, though she can choose to do so.
Legendary Resistance (3/Day). If Ariel fails a saving throw, she can choose to succeed instead.
Magic Armor. Ariel's clothes function as Adamantine Armor and Mind Carapace Armor. Magic Resistance. Ariel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Ariel’s weapon attacks are magical. Deathseeker has a +3 to attack and damage rolls (included in the attack).
Ruler of Gluttony. Ariel can consume and instantly digest anything, leaving no physical trace of its existence. Whenever a creature within 100ft of Ariel dies, she can devour its soul. Ariel regains Hit Points equal to that creature's Hit Point Maximum. A creature whose soul is devoured cannot be restored to life, by any means, except a combination of divine intervention and a wish spell.
Spider Deity. Ariel can use her threads to control other creatures. As a bonus action, she can force 1 creature within 100ft of her to make a DC 16 Dexterity saving throw. On a failure, that creature becomes restrain. A restrained creature can attempt a DC 27 Strength saving throw at the start of its turn. On subsequent turns, Ariel can use a bonus action to force a restrained creature to move up to its movement speed or take an action.
Stunning Attack. When Ariel hits a creature with an attack, she can force that creature to make a DC 25 Constitution saving throw or be stunned until the end of Ariel's next turn.

Actions

Multiattack. Ariel uses her Looming Terror and then makes 4 attacks, 2 Deathseeker attacks and 2 unarmed strikes. She can substitute the 2 Deathseeker attacks for Devouring Maw. Deathseeker. melee weapon attack: +22 to hit, Reach 10ft, one target. Hit 23 (3d6+13) piercing damage and the creature is grappled DC 27. Ariel can grapple 2 creatures.

Devouring Maw. melee weapon attack: +19 to hit, Reach 5ft, one target. Hit 15 (1d10+10) piercing damage + 22 (9d4) necrotic damage. The target's Hit Point Maximum is reduced by the amount of necrotic damage taken for 1 hour. Ariel gains Temporary Hit Points equal to half the necrotic damage dealt.

Unarmed Strike. melee weapon attack: +19 to hit, Reach 5ft, one target. Hit 15 (1d10+10) bludgeoning damage. A creature hit with this attack is shoved up to 60ft away from Ariel, unless it succeeds on a DC 27 strength saving throw. f the creature comes into contact with any solid surface (including another creature), both take 1d6 bludgeoning damage per 10ft traveled.

Looming Terror. All creatures within 30ft of Ariel must make a DC 25 Wisdom save. On a failure a creature is frightened of Ariel for the next minute. A creature that fails by 10 or more is also paralyzed. A creature can repeat the saving throw at the end of their turn. On a success, the creature is immune to this effect for the next 24 hours.

Ruination Breath (recharge 5-6). Ariel exhales destructive energy in a 10ft wide 60ft long ride. All creatures in this area must make a DC 25 Dexterity saving throw taking 90 (36d4) force damage on a failure or half on a success. A creature reduced to 0 Hit Points by this attack dies and its body disintegrates.

Legendary Actions

Ariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ariel regains spent legendary actions at the start of her turn.
Attack. Ariel makes a single weapon attack.
Crush. Ariel deals 21 (2d10+10) bludgeoning damage to all creatures grappled by her.
Warp (costs 2 actions.) Ariel moves up to twice her base walking speed without provoking attacks of opportunity. She gains advantage on the next attack she makes.

Reactions

When Ariel is hit by a ranged weapon attack, she reduces the damage from the attack by 1d10 + 31. If the damage is reduced to 0, Ariel can catch the missile if she has at least one hand free.



Oni Tsuma

Medium celestial, Chaotic Good


  • Armor Class 24
  • Hit Points 782 (68d8+476)
  • Speed 30ft, Climb 30ft

STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 24 (+7) 26 (+8) Wis (+8) 30 (+10)

  • Saving Throws Intelligence +17, Wisdom +17, Charisma +19
  • Skills Deception +19, Intimidation +19, Performance +19, Persuasion +28, Stealth +16
  • Damage Resistances Magical Bludgeoning, Piercing, and Slashing damage
  • Damage Immunities all nonmagical damage, magical poison and radiant damage
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
  • Senses Darkvision 120ft passive Perception 20
  • Languages all telepathy 100ft
  • Challenge 33 (224,000 Xp)

Divine Status. Spells or other abilities that allow damage to ignore or reduce damage resistances and immunities do not work against Tsuma, unless those effects are specifically made to harm deities. Tsuma does not need to eat, drink, sleep, or rest, though she can choose to do so.
Guardian Deity. Creatures friendly to Tsuma cannot be frightened while within 30 ft of her. Those creatures also gain a +10 bonus to saving throws while within 30ft of Tsuma.
Legendary Resistance (3/Day). If Tsuma fails a saving throw, she can choose to succeed instead.
Magic Resistance. Tsuma has advantage on saving throws against spells and other magical effects.
Magic Weapons. Tsuma’s weapon attacks are magical. Nightpiercer has a +3 to attack and damage rolls (included in the attack). It also functions as a Dancing Sword and a Holy Avenger. Tsuma has the 17+ levels in Paladin.
Ruler of Wrath. Tsuma's rage buts even Barbarian's to shame. As a bonus action, Tsuma can give herself advantage on all attack rolls for the next minute, also her attacks deal an extra 13 (3d8) damage (included in attack.) Creatures damage by her have disadvantage on attack rolls against Tsuma until the end of their next turn.

Actions

Multiattack. Oni Tsuma can use Summon Swarm or Call of the Insect Queen, then she makes 3 attacks, only 1 of which can be a bite.

Bite. melee weapon attack: +16 to hit, Reach 5ft, one target. Hit 9 (1d4+7) piercing damage + 22 (9d4) poison damage

Call of the Insect Queen (1/day). Oni Tsuma casts Conjure Animals at 9th level, but she can only summon insects. Wisdom is her spellcasting ability.

Nightpiercer. melee weapon attack: +19 to hit, Reach 5ft, one target. Hit 11 (1d8+10) piercing + 22 (5d8) radiant or 38 (6d8 + 2d10) radiant damage if the target is a fiend or undead.

Radiant Breath (recharge 5-)6. Tsuma exhales a burst of light in a 30 ft cone. All creatures in that area must make a DC 25 Dexterity saving throw, taking 90 (36d4) radiant damage on a failure or half on a success.

Summon Swarm. (3/day.) Oni Tsuma summons 19 Swarms of Insects. She can use a bonus action to command these swarms. The swarms last 1 minute or until Oni Tsuma is reduced to 0 Hit Points.

Legendary Actions

Tsuma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tsuma regains spent legendary actions at the start of her turn.
Attack. Tsuma makes a single weapon attack.
Move. Tsuma moves up to her movement speed.
Merge Swarms (costs 2 actions.) Tsuma makes up to four Swarms in Insects to merge together. The merged swarms add their Hit Points together, gain +1 to attack rolls for each swarm merged, and deal an extra (1d4) piercing damage for each swarm merged. If four swarms merge increase the size of the swarm to large. If nine total swarms have merged, increase the swarm's size to Huge. If sixteen total swarms have merged, increase the swarm's size to Gargantuan.



Desu Masuku

Medium Celestial, chaotic neutral


  • Armor Class 24
  • Hit Points 1089 (66d8+792)
  • Speed 30ft, Climb 30ft

STR DEX CON INT WIS CHA
26 (+8) 26 (+8) 34 (+12) 24 (+7) 26 (+8) 22 (+6)

  • Saving Throws Strength +17, Constitution +21, Wisdom +17
  • Skills Athletics +17, Perception +17, Nature +17, Stealth +26
  • Damage Resistances Magical Bludgeoning, Piercing, and Slashing damage
  • Damage Immunities all nonmagical damage, magical acid and poison damage
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
  • Senses Darkvision 120ft passive Perception 37
  • Languages all telepathy 100ft
  • Challenge 32 (198,000 Xp)

Divine Status. Spells or other abilities that allow damage to ignore or reduce damage resistances and immunities do not work against Desu, unless those effects are specifically made to harm deities. Desu does not need to eat, drink, sleep, or rest, though she can choose to do so.
Innate Spellcasting. Desu Masuku’s spellcasting ability is Wisdom (spell save DC 25 + 16 to hit with spells). He can innately cast the following spells, requiring no somatic or material components:
(at will) Chromatic Orb (4th level, poison damage only)
(3/day) Soporific Breath, Hallucinogenic Breath
(1/day) Cloudkill, Poison Soul, Venom Bolt, Venom Tendrils
Legendary Resistance (3/Day). If Desu fails a saving throw, she can choose to succeed instead.
Magic Resistance. Desu has advantage on saving throws against spells and other magical effects.
Magic Weapons. Desu’s weapon attacks are magical. Gyakusatsu has a +3 to attack and damage rolls (included in the attack). It also functions as a Vorpal Sword and a Weapon of Certain Death.
Nature Deity. Nonmagical difficult terrain does not cost Desu extra movement. Attacking a creature Desu cannot see does not pose disadvantage on his attack rolls. Poison damage that Desu deals ignores resistance and immunity to Poison damage.

Ruler of Envy. Desu's pride is great enough that he can create small twists in reality that weaken other creatures. Creatures that start their turn within 100ft of Desu must make a DC25 Wisdom saving throw. On a failure a creature gains no benefit from and cannot use class features that do not require an action, bonus action, or reaction to use, except for the Extra Attack feature. Examples of this effect would be Barbarians lose the advantage from Danger Sense; a Paladin's auras would provide no benefit, and Sorcerers could not use metamagic. This ability does not remove armor or weapon proficiencies, nor does it interfere in any way with spellcasting.

Actions

Multiattack. Desu makes 3 attacks, only 1 of which can be a bite

Bite. melee weapon attack: +17 to hit, Reach 5ft, one target. Hit 10 (1d4+8) piercing + 22 (9d4) poison damage

Gyakusatsu. melee weapon attack: +20 to hit, Reach 5ft, one target. Hit 18 (2d6+11) slashing + 40 (9d8) poison damage.

Corrosive Breath. Desu exhales a powerful corrosive mixture in a 60ft long, 5ft wide line. All creatures in that area must make a DC 25 Constitution saving throw, taking 81 (18d8) poison damage + 81 (18d8) acid damage.

Legendary Actions

Desu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Desu regains spent legendary actions at the start of his turn.
Attack. Desu makes a single weapon attack.
Vanish. Desu turns invisible until the start of his next turn, or until he uses another Legendary Action.
Spell (costs 2 actions). Desu casts a one of his Innate Spells.



Jirai Gumo

Large celestial, Chaotic Neutral


  • Armor Class 24
  • Hit Points 852 (55d10+550)
  • Speed 30ft Climb 30ft

STR DEX CON INT WIS CHA
24 (+7) 24 (+7) 30 (+10) 26 (+8) 26 (+8) 28 (+9)

  • Saving Throws Strength +16, Dexterity +16, Constitution +19, Wisdom +17
  • Skills Athletics +16, Acrobatics +16, History +26 Intimidation +18, Stealth +34
  • Damage Resistances Magical Bludgeoning, Piercing, and Slashing damage
  • Damage Immunities all nonmagical damage, magical poison and thunder damage
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
  • Senses Darkvision 120ft passive Perception 37
  • Languages all telepathy 100ft
  • Challenge 32 (198,000 Xp)

Divine Status. Spells or other abilities that allow damage to ignore or reduce damage resistances and immunities do not work against Jirai, unless those effects are specifically made to harm deities. Jirai does not need to eat, drink, sleep, or rest, though she can choose to do so.
Legendary Resistance (3/Day). If Jirai fails a saving throw, she can choose to succeed instead.
Magic Armor. Jirai wears a magical set of half plate. It functions as a set of Obsidian Flint Dragon Plate and Scorpion Armor.
Magic Resistance. Jirai has advantage on saving throws against spells and other magical effects.
Magic Weapons. Jirai’s weapon attacks are magical.
Refracting Threads. At the start of her turn, Jirai can force all creatures that can see her to make a DC 42 Perception Check. Jirai has advantage against all creatures that fail the saving throw. She has triple advantage against a creature that fails by 20 or more.
Ruler of Lust. Jirai Gumo is so beautiful that all other creatures become captivated by her. All creatures that start their within 100ft of Jirai must make a DC 25 Wisdom saving throw, or become charmed by Jirai until the start of their next turn.

Actions

Multiattack. Jirai makes 7 attacks, only 1 of which can be a Bite.

Bite. melee weapon attack: + 16 to hit, Reach 5ft, one target. Hit 9 (1d4+7) piercing damage + 22 (9d4) poison damage.

Thread Blade. melee weapon attack: + 16 to hit, Range 60ft, one target. Hit 29 (9d4+7) slashing damage

Thread Strike.. ranged weapon attack: + 16 to hit, Range 60ft, one target. Hit 29 (9d4+7) slashing damage

Psionic Scream Breath. Jirai unleashes a burst of psychic shockwaves in a 30ft cone. All creatures in that area must succeed on a DC 25 Constitution saving throw, taking 45 (18d4) psychic + 45 (18d4) thunder damage on a failure or half on a success.

Legendary Actions

Jirai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jirai regains spent legendary actions at the start of his turn.
Attack. Jirai makes a single weapon attack.
Blender Rush (costs 2 actions.) Jirai moves up to her movement speed. All creatures that she passes within 5ft of must make a DC 25 Dexterity saving throw, taking 22 (9d4) slashing damage on a failure.
Command Thrall (costs 3 actions.) Jirai commands all creatures charmed by her to move up to their base walking speed and take any single action she chooses.

Deity Domains
Kumoko Shiraori Arcana, Death, Grave, Knowledge
Ragna Kadayki Forge, Light, Order
Ner Scylla Arcana, Nature, Twilight
Ariel Knowledge, Life, Peace
Oni Tsuma Life, Light, Trickery
Desu Masuku Knowledge, Nature, Tempest
Jirai Gumo Grave, Tempest, War

Disclaimer

This is a homebrewed addition to the game and is not officially endorsed by Wizards of the Coast. ©Wizards of the Coast LLC. Please do not try to pass it off as such. Its creation is permitted by the Fan Content Policy.

Special thanks to the r/dndhomebrew subreddit for your inputs and inspiration.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.