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.

 





Another unremarkable humanoid race, the Xvarts, likewise worship a demonic figure with a surfeit of apostrophes and a dearth of vowels (actually, not so bad) – A’Gallamiull. This entity appears as a bat-winged xvart armed with a magical sword and net, plus an array of magical powers generally related to stealth and confusion.

 



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.

 *For some reason it seemed appropriate to me that Ullathimon had become so far down the skulk path that not only had the become permanently invisible, but had lost their identity to the extent that, if it originally had a gender, now it was utterly gender and sexless, hence the they/them pronouns.

 

Ullathimon The Hidden

Medium fiend, chaotic evil

Armour Class 17

Hit Points 225 (30d8 + 90)

Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

16 (+3)

25 (+7)

17 (+3)

22 (+6)

18 (+4)

14 (+2)

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

Languages Abyssal, Common, Undercommon

Challenge 22 (41,000 XP)

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

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

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

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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