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Kelemvor

(a.k.a. Lord of the Dead, Judge of the Damned, Master of the Crystal Spire, The Great Guide, Lord of the Crystal Spire)

Kelemvor is seen as a just, fair, and comforting god of death. Death comes to all, and when it occurs Kelemvor is there to take each soul by the hand and lead it to the proper afterlife. Kelemvor's priests teach that those who revere the gods according to the rites of their religion have done their proper service and will be offered the afterlife they seek.   The faithful of Kelemvor provide people with peaceful transitions into the care of the Lord of the Dead. They help the dying put their affairs in order, and they officiate at funeral rites for those who can't afford the lavish ceremonies of their faith. The tenets of Kelemvor's faithful compel them to forestall or prevent untimely deaths whenever possible. Different sects and worshipers define "untimely" in different ways. One group might concentrate on stopping the spread of disease, another on the prevention of murder, and yet another on eliminating the scourge of the undead. In fact, all the faithful of Kelemvor despise the undead and work to some degree to eliminate them, for undead of any sort are seen as an abomination of the natural order. This belief obviously puts Kelemvor's faithful at odds with necromancers, priests of Myrkul, and others who promote the creation of the undead, and it also causes conflict from unexpected sources. For instance, priests of Kelemvor routinely destroy any writings about the creation of the undead that they find—an act that offends those who value knowledge for its own sake, such as the faithful of Oghma and Deneir. And there also exist undead that aren't evil, such as the baelnorn, which the elves consider holy. Kelemvor's devotees seek the end of such beings regardless of that fact.  

Ulraunt's Guide to the Planes: Shadowfell

Most often, when I am asked in a casual setting about the origins of one god or another, I present the listener with a simplified ver-sion of the story; at times vastly simplified. This situation comes up at events in Baldur's Gate from time to time, which I am required to attend in order to solidify our relationship with the lords of the city. Knowing the position that I hold, young lords and ladies will predictably approach me throughout the evening, questioning me on any and every subject that you can imagine. Sometimes they are topics that truly interest them, in which case I am happy to oblige. However, many young lords feel the need to try to embarrass me by asking me a question so arcane or obscure that they erroneously believe there is no chance I could possibly provide them an answer. I have yet to leave the look of smug satisfaction intact on any lord's face, I will have you know.   As I was saying when I began, though I usually respond with sim-plified versions of these tales because the true, complete chronicled histories of the greater gods are often painstakingly long and confus-ing. This is especially true for those who were once mortal and later ascended to godhood, for you have both their mortal and immortal lives to compare and take into account.   This leads me to Kelemvor, Lord of the Dead. He was born into our world a mortal man named Kelemvor Lyonsbane. I will spare you the minute details of his upbringing, much as I would with any non-scholar, and instead provide you with his abridged story. If you wish to know whether or not he played nicely with other children, I suggest you visit the temple of Kelemvor, where the clergy will be more than happy to sate your curiosity. For our purposes here, I will begin just before his ascension.  

Cyric’s Betrayal

During the Time of Troubles, when the gods were cast down and forced to walk the world among us mortals in the form of their avatars, Kelemvor rose to prominence alongside his fellow adven-turers Midnight (the wizardess), Adon (a cleric of Sune), and the then mortal Cyric. Together they recovered and returned the Tab-lets of Fate, which were stolen from the Overgod Ao. However, in a final, cataclysmic fight with the avatar of Myrkul (then god of the dead), atop Blackstaff Tower in Waterdeep, Kelemvor was betrayed by Cyric and killed by his hand. Specifically, he was killed by the sentient sword that Cyric held, Godsbane, which is a very import-ant distinction. You see, Godsbane wasn't merely a sword, but was, in fact, the god Mask in disguise. I did mention that these stories were a bit complicated, did I not? So, when Godsbane plunged into Kelemvor's chest, Mask decided to rob Cyric of the pleasure of killing Kelemvor, and instead stole his soul away and trapped it in a demi-plane where Cyric couldn't find it.   At this point, you might be rereading the paragraph above in an attempt to keep the timeline and all the players straight in your mind. It's really not that complicated, I assure you, but the sheer amount of information you need to take in all at once in order to make sense out of the doings of the gods can be a bit much for an amateur scholar, I agree.  

Kelemvor’s Return

Let us proceed ten years further then. As those years don't directly concern Kelemvor, forgive my brevity but I will gloss over them for now. At this point Cyric had ascended to godhood (as god of Deception, Murder, Strife, the Dead, and Intrigue) and for all those years he had never given up looking for the soul of his former comrade. He planned to use the soul of Kelemvor as a tool to gain leverage and power over the goddess of magic, Mystra. Again, let me elaborate. The former Mystra was killed during the Time of Troubles, and none other than the mortal wizardess Midnight rose to take her place, and her name.   However, unbeknownst to Cyric, Mask (still disguised as Cyric's sword Godsbane) had already used the soul of Kelemvor to influ-ence Mystra and convinced her to aid him in his own plans. Through an elaborate act of deception, Mask drove the City of Death (now the City of Judgement on the Fugue Plane) into chaos. The faith of Cyric's followers, and consequently his power, fell low enough that his very own nightmare was able to break free from Dendar the Night Serpent and find him again. Cyric's mind was suddenly filled with visions of Kelemvor returned to life to seek revenge. In his madness, and finally realizing his sword for what it truly was, Cyric broke Godsbane in two. This released the soul of Kelevmor and ulti-mately made Cyric's worst nightmare real, standing before him. The two of them fought then and there in the City of Death. Crippled by fear as he was though, Cyric lost to Kelemvor, who in victory claimed not only the mantle of God of the Dead, but also control of what is now the City of Judgment.   Immortal Nature. Kelemvor doesn't require air, food, drink, or sleep.    

Roleplaying Kelemvor

Kelemvor takes his duties as judge of the dead very seriously. He is just, forthright, and kind, valuing transparency and honesty. He can also be stern, however, especially if others don't adhere to his rules or don't accept his judgment.   The Great Guide believes he has a responsibility for en-suring that the balance in the multiverse is maintained. He can, at times, intervene directly in matters that he believes to be of great importance, though these rash decisions sometimes cause him to overlook severe consequences down the road. While superior to even the most powerful mortal in every way, Kelemvor isn't as clever as other dei-ties. He doesn't scheme, hold grudges, or manipulate, but rather speaks his mind and rushes to action if he deems it necessary.  

Fighting Kelemvor

Kelemvor doesn't back down from a fight, though he only seeks it actively if he feels he must. He has no qualms about killing but is happy to be merciful if his opponent shows genuine repentance. However, necromancers and undead are always an exception to Kelemvor’s leniency; such abom-inations are an affront to the established order of life and can't be allowed to exist.  

Kelemvor

Medium celestial (greater deity, Lawful Neutral

Armor Class 26 (natural armor)
Hit Points 943 (46d20 + 460)
Speed: 60 ft Hover: 60 ft

STR

26
( +8 )

DEX

20
( +5 )

CON

30
( +10 )

INT

24
( +7 )

WIS

29
( +9 )

CHA

25
( +7 )

Saving Throws Con +21, Int +18, Wis +20, Cha +18
Skills Athletics +19, History +18, Insight +20, Perception +20, Religion +18
Damage Resistances bludgeoning, piercing, and slashing from magical attacks that aren’t from artifacts
Damage Immunities necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, paralyzed, pet-rified, poisoned, stunned, unconscious
Senses truesight 1 mile, passive Perception 31
Languages all, Plane-wide telepathy
Challenge Rating 42 (460,000 XP)

Spellcasting. Kelemvor is a 30th-level spellcaster. He knows all cantrips, has the contingency, teleport, and wish spells prepared, as well as all cleric and abjuration spells, except ones that deal damage or create undead, and can cast them without providing components. His spellcasting ability is Wisdom (spell save DC 28, +20 to hit with spell attacks). 
Kelemvor has the following number of spell slots available: 1st level (at will), 2nd level (at will), 3rd level (at will), 4th level (at will), 5th level (at will), 6th level (4 slots), 7th level (3 slots), 8th level (3 slots), 9th level (3 slots), 10th level (2 slot), 11th level (1 slot), 12th level (1 slot).


Discorporation. When Kelemvor drops to 0 hit points or dies outside of his domain, his body is destroyed but his essence travels back to the Crystal Spire in the City of the Dead within the Fugue Plane, and he is unable to take physical form for a time.
Epitome. Any advantage Kelemvor has can't be negated by disadvantage.
Greater Deity. Kelemvor can’t be surprised and has advantage on attack rolls, ability checks, and saving throws, and he can't be affected or detected by spells of 6th level or lower unless he wishes to be. In addition, Kelemvor is permanently under the effects of the detect evil and good and detect magic spells, always lands on target when casting the teleport spell, and is unaffected by difficult terrain.
Inscrutable. Kelemvor is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain Kelemvor’s intentions or sincerity have disadvantage.
Legendary Resistance (5/Day). If Kelemvor fails a saving throw, he can choose to succeed instead.
Special Equipment. Kelemvor wields Fatal Touch, a magical +5 longsword that is especially harmful to undead. He can’t be disarmed of this weapon.
Sense Undead. Kelemvor is aware of the presence of undead within 5 miles of him. He knows the distance and direction to each undead, as well as their CR and identity.

Actions

Multiaction. Kelemvor casts a spell and makes four melee attacks.   Fatal Touch. Melee Weapon Attack: +24 to hit, reach 5 ft., one target. Hit: 31 (4d8 + 13) slashing damage or 35 (4d10 + 13) slashing damage if held with two hands, plus 22 (4d10) radiant damage. A creature hit one or more times by this attack must succeed on a DC 28 Wisdom saving throw at the start of its next turn or take 44 (8d10) radiant damage. If the target is undead, it is instead destroyed on a failed save.
Judgment. Kelemvor targets a creature he can see within 120 feet of him. The target must succeed on a DC 28 Charisma saving throw or be magically stunned. The target must repeat the saving throw at the end of its next turn. On a failed save, the target is hurled to a Plane of Kelemvor’s choosing. On a successful save, the stunned condition ends.
Change Shape. Kelemvor magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into his true form. Any equipment he is wearing or carrying is absorbed or borne by the new form (Kelemvor’s choice).
In a new form, Kelemvor retains all of his statistics and gains the features of the new form that he doesn’t have already (except class features, legendary actions, and lair actions).
Change Size. Kelemvor magically changes his size, choosing between Tiny, Small, Medium, Large, Huge, and Gargantuan. His statistics remain the same. Any equipment he is wearing or carrying transforms with him.

Reactions

Deflect Spell. When Kelemvor is targeted by a spell, he can intercept the spell with Fatal Touch, deflecting it back at the caster. When he does so, the cast-er becomes the new target of the spell as if Kelemvor had cast it himself (30th-level spellcaster, save DC 28, +20 to hit with spell attacks).

Legendary Actions

Kelemvor 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. Kelemvor regains spent legendary actions at the start of his turn.   Cast a Spell (Costs 2 Actions). Kelemvor casts a spell he has prepared, expend-ing a spell slot as normal.
Change Form. Kelemvor uses his Change Shape or Change Size action.
Ethereal Purge. Each creature on the Ethereal Plane within 120 feet of Kelem-vor must succeed on a DC 28 Charisma saving throw or be magically forced into the Material Plane and remain there for 1 hour. This ability only functions while Kelemvor is on the Material Plane.
Judgment (Costs 2 Actions). Kelemvor uses his Judgment action.
Guiding Flames (Costs 2 Actions). Kelemvor magically targets any number of undead creatures he can see within 120 feet of him that isn't a deity. Each target must make a DC 28 Wisdom saving throw with disadvantage. If a target fails its saving throw, it takes 110 (20d10) radiant damage and ignites in holy flame. At the start of each of an ignited creature’s turns, it must succeed on a DC 29 Constitution saving throw or take 22 (4d10) radiant damage. On a successful save, the flames are doused. Swift Fury. Kelemvor moves up to half his speed and makes a melee attack.

Lair Actions

On initiative count 20 (losing initiative ties), Kelemvor can take a lair action to cause one of the following effects.

  • Kelemvor speaks a prayer censuring the undead. Each undead in the lair must make a DC 29 Wisdom saving throw. If a target fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Kelemvor as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s no-where to move, the creature can use the Dodge action. If an undead with a CR of 12 or lower fails its saving throw, the creature is instantly destroyed.
  • Kelemvor chooses one creature he can see within 30 feet of him, cursing it until initiative count 20 on the next round. The next time Kelemvor or an ally of his hits the cursed creature with an attack, the creature has vulner-ability to all of that attack’s damage, and then the curse ends.
  • Kelemvor speaks a holy word. Until initiative count 20 on the next round, the next time Kelemvor or one of his al-lies suffers a critical hit, it instead becomes a normal hit.
  • The crystal spire begins to glow subtly. Until initiative count 20 on the next round, if a creature hostile to Kelem-vor dies within the lair, Kelemvor regains lost hit points equal to the enemy’s hit point maximum.

Kelemvor’s lair is the Crystal Spire, a frighteningly tall tower standing at the center of the City of the Dead in the Fugue Plane. The spire has many floors, the exact number of which is determined by the whims of Kelemvor. Each floor takes the shape of a unique landscape. Kelemvor also decides how each floor leads to the next, whether through stairs, a door, or a portal.
Kelemvor has a challenge rating of 43 (495,000 XP) if he is encountered in his lair.

 

Avatars of Kelemvor

While some deities enjoy walking the Material Plane as an avatar, Kelemvor seldom does so. He neither has the time nor the temperament for such "games." Only if a matter re-quires his full attention is he likely to manifest an avatar. On these rare occasions, he never attempts to hide his identity.   Kelemvor will assume an avatar that most closely resembles those who he aims to interact with. This often means he takes on the shape of a commoner, a knight, or a priest. If he anticipates a credible threat of violence, he might in-stead assume the form of an armor-clad giant.  

Kelemvor's Avatar: The Judge

Large celestial (avatar, Lawful Neutral

Armor Class 18 (plate armor)
Hit Points 262 (25d10 + 125)
Speed: 40 ft

STR

22
( +6 )

DEX

18
( +4 )

CON

21
( +5 )

INT

11
( +0 )

WIS

20
( +5 )

CHA

17
( +3 )

Saving Throws Int +5, Wis +10, Cha +8
Skills Athletics +11, History +5, Insight +10, Perception +10, Religion +5
Damage Immunities radiant; bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 20
Languages all, telepathy 120 ft.
Challenge Rating 16 (15,000 XP)

Description

Kelemvor rarely reveals himself to mortals, but when he does, he usually does so in the shape of his aspect: the Judge. In this shell, Kelemvor is a 10-foot tall, steel-clad warrior, wielding an enormous gavel that gleams with light in his hands.

Innate Spellcasting. The avatar’s innate spellcasting ability is Wisdom. It can innately cast the following spells (spell save DC 18), requiring no material components:

  • At will: command, detect evil and good, gentle repose, speak with dead, thaumaturgy, zone of truth
  • 3/day each: dispel evil and good, guardian of faith, hallow, spirit guardians
  • 1/day each: divine word, etherealness, forbiddance, holy aura, word of recall


Inscrutable. The avatar is immune to any effect that would sense its emo-tions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the avatar’s intentions or sincerity have disadvantage.   Premonition. The avatar experiences premonitions of danger and can’t be surprised unless incapacitated.   Sense Undead. The avatar is aware of the presence of undead within 5 miles of it. It knows the distance and direction to each undead, as well as their CR and identity.

Actions

Multiattack. The avatar uses its Channel Divinity if it can and makes three weapon attacks.   Gavel. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage.
Doom Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (6d8) radiant damage.
Guiding Flames. The avatar targets any number of undead creatures it can see within 120 feet of it. Each target must make a DC 18 Wisdom saving throw with disadvantage. If a target fails its saving throw, it takes 44 (8d10) radiant damage and ignites in holy flame. A target with a CR of 5 or less that fails its saving throw is destroyed. At the start of each of an ignited creature’s turns, it must succeed on a DC 18 Constitution saving throw or take 11 (2d10) radiant damage. On a successful save, the flames are doused.

 

Avatar of Kelemvor Template

Kelemvor can create avatars in the image of beasts, human-oids, or giants with a CR of 30 or lower. When Kelemvor creates an avatar in another creature’s image, it retains all its statistics except as noted below.   Alignment. The avatar’s alignment changes lawful neutral. Damage Resistances. The avatar has resistance to necrotic damage.
Condition Immunities. The avatar cannot be charmed or frightened.
Senses. The avatar gains truesight with a radius of 120 feet.
Languages. The avatar knows all languages.
New Trait: Inscrutable. The avatar is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the avatar’s intentions or sincerity have disadvantage.
New Trait: Premonition. The avatar experiences premoni-tions of danger and can’t be surprised unless incapacitated.
New Action: Guiding Flames. The avatar targets any num-ber of undead creatures it can see within 120 feet of it. Each target must make a Wisdom saving throw with disadvan-tage (save DC = 8 + the avatar’s proficiency bonus + the av-atar’s Wisdom modifier). If a target fails its saving throw, it takes 22 (4d10) radiant damage and ignites in holy flame. At the start of each of an ignited creature’s turns, it must succeed on a Constitution saving throw (save DC = 8 + the avatar’s proficiency bonus + the avatar’s Wisdom modifier) or take 5 (1d10) radiant damage. On a successful save, the flames are doused.    

Faiths and Avatars

Kelemvor (KELL-ehm-vor), a former associate of Midnight Godswar, inherited the portfolio of the god of the dead when Cyric lost those responsibilities following the Cyrinishad debacle. The first official act of the newly created god of the dead was to turn Cyric’s Bone Castle into a gleaming tower of crystal, a symbol that this particular god of the dead would hide nothing from his subjects. He intends to impart justice among the dead in an even-handed and fair manner.   Kelemvor is kind, just, forthright, and earnest, though stern at times. He is not terribly clever for a power and tends to try to solve what he perceives as his immediate problems with direct action. Though he means well, he does not always see the difficulties down the road caused by shortterm solutions.   Kelemvor has an unexpected ally, at least in terms of traditional godly alliances. He and Mystra, formerly the human Midnight, remain close. They were in love during their mortal lives, but whether this romance has kindled during their godly tenure is a matter they have thus far kept private.    Cyric, who lost his death portfolio to Kelemvor, is Kelemvor’s bitter enemy. Cyric views Kelemvor as someone who pointedly and maliciously set out to steal a part of Cyric’s rightful power. One traditional foe of the Faerûnian god of the dead, Lathander, has not declared against Kelemvor, but is waiting to see if his actions live up to his promises.  

Kelemvor's Avatar

(Fighter 33, Cleric 25, Mage 18)   Kelemvor walks Faerûn quietly and unassumingly when he comes to it. Since Kelemvor was until recently a mortal human warrior, he appears much as he did in life, as a square-jawed fighter with piercing green eyes in a dark, tanned face. He has a wild mane of black hair with a few streaks of gray in it and is clad in chain mail and dark leather. He always wears a wide belt bearing a large, cabochon-cut cat’s-eye jewel at its front, but it appears to have no magical powers. He can draw from any sphere or school for his spells, but casts necromantic sphere spells and necromancy school spells at triple effect in all respects and with a -3 penalty to any applicable saving throws by the victims of such spells. Kelemvor will not create any sentient undead creatures, though he has no compunctions about using such to his own ends before dispatching them to a final judgment.   Kelemvor wraps himself in a cloak of shadows when he wishes to hide from mortal eyes and observe. This cloak bestows upon him a 90% probability of being invisible while he moves or stands within a shadowy or dark place; it also works similar to a cloak of displacement in that any melee or missile attack aimed at Kelemvor automatically misses the first tune. He is armed with both a bastard sword +3 and a rod of bone that projects death to mortals with one end and emits death sleep from the other end. He uses his bastard sword +3 only when brute force would prove the only remaining answer to a situation.   Kelemvor can make one attack with the rod of hone per round. The death end of the rod of bone causes any living creature to die instantly unless it makes a successful saving throw vs. death magic. This death affect can attack one being per round within Kelemvor’s sight and causes dead victims to levitate a few inches upward and float in unbreakable stasis for 2 turns when they die. The death sleep end has a range of 150 yards and effects up to 8d10 creatures within a 120-foot cubic area. Kelemvor may select beings within the area of effect to not effect. Death sleep does not bring true death to anyone, but merely a comalike collapse and suspension of all bodily functions lasting for an entire day. Beings in death sleep do not breathe, but suffer no harm from lack of air to internal organs and the like; their bodies simply cease to function. Such beings cannot he awakened, even with rough handling. Removal of death sleep before a complete day passes requires the application of both dispel magic and remove curse. The nature of this magic is such that a being casting one of the needed spells is made aware of the necessity of the other.   Kelemvor is immune to all necromancy and necromantic spells, spell-like effects, and abilities. He commands all nonintelligent undead he can see at will and destroys them at will. He destroys all sentient undead he touches unless they make a successful saving throw vs. death magic at a -6 penalty. He can see in any sort of darkness as with normal sight; this power is not disrupted by light or heat as infravision is.  

Other Manifestations

Kelemvor prefers to send a translucent image of a floating skull enfolded by a hood and surrounded by the flapping tatters of the rest of a diaphanous gray robe. This image is accompanied by the mournful whistle of winds. If necessary, a real wind can accompany this image, and a tangible skeletal arm can reach out from it to point, handle items, carry beings, or attack. The arm possesses a Strength of 24 and can chill touch as the 1st-level wizard spell, as if cast by an 18th-level mage. The image can speak with the voice of the god, though Kelemvor prefers not to speak aloud, or it can speak directly into the minds of beings who are present. This shrouded skull can drift about at MV Fl 21 (A), dispel (permanently disrupt with no saving throw) all undead within 90 feet, or animate dead all corpses within the same range to command them or turn their control over to a mortal, usually one of his priests. Commands given by Kelemvor to the animated dead cannot be broken by any mortal.   Kelemvor also indicates his favor or disfavor or sends aid through the presence or actions of the demipower Jergal, pers, a few einheriar (whom he transforms into minor deaths when his senior specialty priests summon them) and watchghosts, but never any evil or corporeal undead.
Divine Classification
Greater Deity
Religions
Alignment
Lawful Neutral
Church/Cult
Children
Apotheosis
1368 DR

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