Antediluvian Demiurge (5e Creature)
Antediluvian Demiurge

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Huge celestial, lawful evil Armor Class 23 (natural armor)
Saving Throws Str +16, Dex +13, Con +16, Int +15, Wis +15, Cha +17 Fallen Weapons. The demiurge's weapon attacks are magical. When the demiurge hits with any weapon, the weapon deals an extra 27 (6d8) necrotic damage and the demiurge regains hit points equal to half of the necrotic damage dealt (included in the attacks). Divine Awareness. The demiurge knows if it hears a lie. Legendary Resistance (3/Day). If the demiurge fails a saving throw, it can choose to succeed instead. Innate Spellcasting. The demiurge's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: animate dead, dimension door, invisibility (self only), see invisibility Magic Resistance. The demiurge has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The demiurge makes three Ebon Scythe attacks. Ebon Scythe. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 33 (4d10 + 8) slashing damage plus 27 (6d8) necrotic damage and the demiurge regains hit points equal to half of the necrotic damage dealt. Flying Scythe. The demiurge releases its scythe to hover magically in an unoccupied space within 5 feet of it. If the demiurge can see the scythe, the demiurge 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 the demiurge's hands. If the hovering scythe is targeted by any effect, the demiurge is considered to be holding it. The hovering sword falls if the demiurge dies. Locusts of Tartarus (4/Day). Swarming, biting locusts fill a 20-foot-radius sphere centered on a point the demiurge chooses within 60 feet of it. The sphere spreads around corners. The sphere remains for 10 minutes, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a DC 22 Constitution saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere's area for the first time on a turn or ends its turn there. If the demiurge starts its turn inside the swarm, it takes no damage and instead regains 14 (4d6) hit points.
LEGENDARY ACTIONSThe demiurge 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. The demiurge regains spent legendary actions at the start of its turn. Teleport. The demiurge magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. |
It is said that the various Vampire Clans are descended from these terrifying fallen angels. The known antediluvian demiurges are Ishtar, Moloch, Nurghal and Ur-Baal. These beings are worshiped like gods among the members of the Vampire oligarchy as the first real ancestors. Immortal Nature. An antediluvian demiurge doesn't require air, food, drink, or sleep. |
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