Gods
Across the multiverse, there are myths, legends, and entire religions around incredibly powerful beings known as gods. These entities are often believed to be the creators of many fundamental aspects of the universe and existence itself, claiming domains over various aspects of creation. The true origins of these deities have always been unclear as some are believed to be the very first beings of creations while some suggest that gods are created through the collective belief of mortals.
Divine Separation
Despite their incredibly power, most gods can be quite limited in their ability or willingness to directly interact with mortals. Sometimes these limitations are imposed by the fundamental elements of the multiverse or a self-imposed divine directive for the greater good of mortal kind. Regardless of these reason for this separation, most gods are unable to reveal their true form outside of their respective domains.
Godly Avatars
However, when the need arises for a god to directly intervene in the fate of a realm, for good or evil, they have been known to coalesce a significant portion of their power to create a divine avatar. Divine aspects are best understood as an extension of a god’s consciousness using a fragment of their power. However, despite being a weaker aspect of a god's true power, these entities still require a significant amount of energy to leave their mortal realm. Typically, a divine avatar can only be summoned through a tremendous amount of divine magic from both the divine domain as well as a target plane of existence. The source of this magic can come from a variety of sources such as the collective worship or even the devotion of the mightiest of clerics.
Divine Aspect of Death
Divine aspects of death are typically associated with gods who claim the domain to the dead and the transition to the afterlife. Depending on the realm, these gods can take multiple forms and identities, each with their own motives. In general, such deities typically evoke a general sense of fear and apprehension from the living due to their connection with the end of life. However, the motivations of these divine beings are not particularly any more benign or malevolent as that from a deity of another domain. However, powers and creatures who seek to interfere with the transition of one's soul to the afterlife is sure to draw the ire of these beings regardless of their alignment.
Battle Tactics
Despite only being a fraction of its true divine power, the Aspect of Death is still a terrifying opponent with hardly any equal, at least amongst mortal creatures. As with any divine avatar, their mere presence is enough to cause all mortal and undead creatures alike to flee in terror. These divine avatars are surrounded with an aura of death that often takes the form of screaming souls that siphon the life force of all within range. These spirits are also able to be shaped into terrible weapons made of the terrible combination of necrotic and divine magics.
Legion of the Dead
Any creatures unlucky enough to fall in the presence of an aspect of death is doomed to have its soul eternally bound by this deity. Only by using a most powerful of spells, or destroying the divine avatar is enough to free a creature for this binding. Because of this, it is not uncommon that an aspect of death is often accompanied by a thrall of wights, who are the remnants of the souls eternally bound to their god.
Death's Curse
However, defeating the Aspect of Death can prove to be quite challenging. Not only does one have to deal with the continual aura of necrotic energy that siphon's one life force, but the avatar's consort of loyal undead can prove to be quite challenging to overcoming. Thanks to their god's presence, even the smallest skeleton becomes a tremendous threat as it becomes infused with divine power. However, if one manages to defeat a divine avatar, their victory is often short-lived as the aspect of death will impart of necromantic curse that will slowly destroy the souls of those who defeat it.
Divine Resurrection
Only by destroying that god's true form or powerful magic can this curse be reversed. In addition to this malevolent curse, a destroyed divine aspect is typically considered an inconvenience for most deities as it typically can be fully reformed after about a week. So, in order to truly defeat a god, its true form must be defeated in its own domain. Without some sort of supernatural boon or divine assistance, it is very unlikely most mortals will stand a chance against these avatars.
Aspect of Death
Gargantuan Celestial, varies
- Armor Class 23 (Natural Armor)
- Hit Points 615(30d20+300)
- Speed 60ft., 60ft. swim, 120ft. fly
STR DEX CON INT WIS CHA 30 (+10) 16 (+3) 30 (+10) 30 (+10) 30 (+10) 30 (+10)
- Saving Throws Str+19, Dex +12, Con +19, Int +19, Wis +19, Cha +19
- Skills Insight +19, Intimidation +19, Perception +19, Religion +19
- Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks, cold
- Damage Immunities necrotic, radiant, poison
- Condition Immunities blinded, charmed, frightened, exhausted, paralyzed, poisoned, stunned, unconscious
- Senses truesight 300ft., passive Perception 29
- Languages all, telepathy 300ft.
- Proficiency Bonus +9 Challenge 30(165000)
Death's Command Undead within 60ft. of the Aspect of Death are immune to effects that would turn the undead. Additionally, all undead within range has advantage on all attack rolls and saving throws, and gains 30 temporary hitpoints at the start of each of its turns.
Divine Nature The Aspect of Death does not require air, food, or drink.
Divine Weapon The Aspect of Death's weapon attacks are magical for the purpose of overcoming resistance and immunity.
Divine Soul When the Aspect of Death is reduced to 0 hitpoints, it can make a Charisma saving throw equal to half the damage dealt. On a successful saving throw, the Aspect of Death only drops to 1 hitpoint instead.
Grave Keeper When a creature dies while within 60ft. of the Aspect of Death, it can be returned to life as a wight at the start of its next turn. The wight is considered to be an ally of the Aspect of Death.
Inevitable Death Any creature of the Aspect of Death's choice that starts its turn within 60ft. of the Aspect of Death takes 22(5d8) necrotic damage cannot regain hitpoints until the start of its next turn. If the creature is reduced to 0 hitpoints while in this aura, it is immediately killed and cannot be resurrected or returned to life by any means short of a Wish spell or until the Aspect of Death is destroyed.
Legendary Resistance(5/day) If the Aspect of Death fails a saving throw, it can choose to succeed. Upon using this feature, the Aspect of Death can summon a CR 20 or lower undead to appear in an unoccupied within 60ft. of it. This undead is considered to be an ally of the Aspect of Death, acting on initiative count 20 (losing all ties).
Magic Resistance The Aspect of Death has advantage on saving throws against spells and other magical effects.
Mortal Turning Any creature of the Aspect of Death's choice that starts its turn within 60ft. of the Aspect of Death must succeed a DC 27 Charisma saving throw. On a failed saving throw, the target is turned until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the Aspect of Death's Mortal Turning for the next 24 hours.
Post Mortem if the Aspect of Death is reduced to killed, creatures within 60ft. of it must succeed a DC 27 Charisma saving throw or have a mark of death on their soul. On a failed saving throw, marked creatures slowly begin to waste away and cannot regain hitpoints by any means. Every 24 hours, the target's hitpoint maximum is reduced 55 (10d10) and the creature immediately dies if it is reduced to 0 hitpoints. Creatures slain in this way cannot be revived by any means except by a Wish spell or similar magic. This curse can only be reversed using a Wish spell or greater magics.
Rejuvenation If the Aspect of Death is destroyed, it returns to life regaining all its hitpoints in 5(1d10) days unless the god's true form is destroyed in its domain.
Spellcasting
The Aspect of Death's spellcasting ability is Charisma (spell save DC 27), The Aspect of Death can innately cast the following spells
At Will Antilife Shell, Create Undead, Circle of Death, Finger of Death, Hallow, Soul Cage, Teleport, Plane Shift
3/day Power Word Kill, Time Ravage, True Resurrection, Wish
Actions
Multiattack. The Aspect of Death can cast a spell and make two attacks with its Reaper's Scythe.
Scythe of the Dead. Melee Weapon Attack: +19 to hit, 20ft. reach, one target. Hit 42(5d12+10) necrotic + 32(5d12) radiant damage. On a hit, the target must succeed a DC 27 Constitution saving throw. On a failed saving throw, the target's hitpoint maximum is reduced by the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Wailing Souls. Ranged Spell Attack: +19 to hit, 600ft. range, one target. Hit 55(10d8+10) necrotic damage. If the target is not at its hitpoint maximum, the target takes 77 (10d12+12) necrotic damage instead
Soul Harvest(Recharge 5-6) The Aspect of Death can rend the very soul from one's body. Creatures with 120ft. around the Aspect of Death must succeed a DC 27 Charisma saving throw. On a failed saving throw, the creature is reduced to 0 hitpoints. On a successful saving throw, it only takes 45 (10d8) necrotic damage.
Bonus Actions
Claim Soul The Aspect of Death can command an undead it can see within 60ft. of it to move up to half its movement speed and can make an attack against a creature within range.
Legendary Actions
The Aspect of Death can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Aspect of Death regains spent legendary actions at the start of its turn.
Attack(2 actions) The Aspect of Death can make an Attack with its Scythe of the Dead or its Wailing Souls
Soul Drain (2 actions) One creature within 60ft. of the Aspect of Death must succeed a DC 27 Charisma saving throw. On a failed saving throw, the target takes 45(10d8) necrotic damage and the Aspect of Death regains a number of hitpoints equal to half the necrotic damage dealt.
Spell(2 actions) the Aspect of Death can cast a spell of its choice.
Divine Resilience(3 actions) The Aspect of Death can end one status condition of spell effect on itself.
Divine Actions
On initiative count 20 (losing initiative ties), the Aspect of Death can take a Divine Action to cause one of the following effects; the Aspect of Death can’t use the same effect two rounds in a row:
Call of the Dead The Aspect of Death can call the spirits of the dead to come to its aid. The Aspect of Death can summon 5(2d4) ghosts to appear in an unoccupied spot within 60ft. of the Avatar of Death.
Glimpse of Death Creatures within 60ft. of the Aspect of Death must succeed a DC 27 Wisdom saving throw. On a failed saving throw, creatures are considered frightened until the end of its next turn
Wither Rot Creatures within 60ft. of the Aspect of Death must succeed a DC 27 Constitution saving throw or suffer vulnerability to necrotic damage until the end of its next turn
Regional Effects
The region near an Aspect of Death is warped by its divine magic, which creates one or more of the following effects:
- Any creature that is reduced to 0 hitpoints while within 6 miles of the Aspect of Death is immediately killed and returns to life as a skeleton after 24 hours.
- Creatures are unable to regain hitpoints by finish a short or long rest. Creatures are still able to regain hitpoints using potions and similar effects
- Plant life within 6 miles of the Aspect of Death immediately withers and dies. If the Aspect of Death dies, these effects fade over the course of 5(1d10)days.