Fiend Factory 5E. White Dwarf 42: Ullathimon the Hidden (Inhuman Gods IV)
Issue 42: Ullathimon
Inhuman Gods Part IV
The final chapter of Inhuman Gods includes a few brief entries
where the creatures either have no organised religion, or worship gods already
established in Deities and Demigods.
These include the Ogrillons (Orc/Ogre hybrids), who worship either Vaprak the god of ogres and trolls, or the orcish god Gruumsh; Svirfneblin and Pebble Gnomes, who worship Garl Glittergold and other established gnomish gods; the Shadow Goblins, who favour Lolth and Kurtulmak, god of kobolds; the various novel trolls, such as two-headed who like also like Grollantor the god of ettins, and ice trolls, who favour Cryonax the Elemental Prince of Evil Cold, and finally the Winter Kobolds, who worship Kr’tllmac, an obvious sect of Kurtulmak.
Of the three races that get a full write-up in this issue, first are the Norkers, who are one of those pointless new humanoid races, being essentially hobgoblins with tough hide and a bite attack. These worship a demonic examplar of their race, with paralysing spittle and a magical club. Phil Masters pulls out all the stops of fantasy naming, giving this entity the name Firffuffl’nnb.
Since both norkers and xvarts are a bit pointless (really, you
could just use the stats for existing humanoid races and nobody would be any
the wiser), and since both their gods are really just tough demons without any
really unique powers, this month I went with the god of the Skulks, Ullathimon The Hidden.
Ullathimon’s
main feature is their* permanent invisibility and great stealth, the first of
which can be a trait, the second a skill. Their ability to see invisible
creatures, and other perception features, are covered by truesight, and most of
the rest f the abilities come from rogue (assassin) abilities, many of which
are not in the original description but would seem amiss for a roguish
creature. They are given the abilities of a 10th level assassin in
the original stat block; I’ve omitted the illusionist abilities but the spells
of a 14th level wizard could be added in if desired. This seemed to diminish
the focus of Ullathimon as the ultimate assassin, relying purely on
(super)natural ability and not spellcasting.
Ullathimon The Hidden |
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Medium fiend, chaotic evil |
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Armour Class 17 Hit Points 225
(30d8 + 90) Speed 40 ft. |
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Proficiency Bonus +7 Saving Throws Dex
+14, Int +13 Skills Acrobatics +21, Athletics +10,
Insight +18, Perception +18, Stealth +21, Sleight of Hand +21 Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned Senses truesight 120 ft., passive Perception
22 |
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Languages
Abyssal, Common, Undercommon |
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Challenge 22
(41,000 XP) |
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Assassinate.
Ullathimon has advantage on attack rolls against any creature that hasn’t
taken a turn in combat yet. In addition, any hit they score against a
surprised opponent is automatically a critical hit. Cunning Action.
Ullathimon can take a bonus action on each of their turns in combat, to
perform one of the Dash, Disengage or Hide actions. Invisibility.
Ullathimon is invisible. If any effect short of a wish or divine intervention causes Ullathimon to become visible,
they can use their reaction or bonus action to become invisible again. Legendary Resistance (3/day).
If Ullathimon fails a saving throw they can elect instead to succeed. Magic Resistance.
Ullathimon has advantage on saving throws against spells and other magical
effects. Sneak Attack.
Ullathimon does an extra 70 (20d6) damage to any opponent against which they
have advantage, or if another enemy is within 5 feet of them, or if the
target is incapacitated and Ullathimon doesn’t have disadvantage. Innate
Spellcasting. Ullathimon’s innate spellcasting ability is Intelligence (save DC 21). They
can innately cast the following spells without components. 2/day: dispel
evil and good 1/day: wall of
force ACTIONS |
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Extra Attack.
Ullathimon makes two attacks with their dagger. +2 Dagger. Melee Weapon Attack:
+16 to hit, reach 5 ft., one target. Hit:
12 (1d6 + 9) piercing damage. +1 Light Crossbow. Ranged Weapon Attack:
+15 to hit, range 80/320 ft., one target. Hit:
12 (1d8 + 8) piercing damage. Drain Magic. Melee Spell Attack:
+14 to hit, reach 5 ft., one target. Hit:
A magic item is drained of power. Single-use items are drained permanently,
charged items lose all charges, all other items are suppressed for 24 hours. REACTIONS |
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Evasion.
If Ullathimon is subjected to an effect that allows them to make a Dexterity saving
throw to avoid damage, they take no damage on a successful save, and half
damage on a failed save. Uncanny Dodge.
Ullathimon can use their reaction to halve the damage from an attacker that
they can see. LEGENDARY
ACTIONS |
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Ullathimon can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time and only at
the end of another creature’s turn. Ullathimon regains spent legendary
actions at the start of their turn. Detect. Ullathimon makes a Wisdom (Perception) check. Draining
Riposte.
Ullathimon makes a Drain Magic action. Sudden
Strike. Ullathimon makes a dagger attack. |
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