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Pleroma

Among the most powerful of all the true Aeons, pleromas are a manifestation of the duality of creation and destruction. Their physical manifestation is a constant state of flux between these two poles, their forms a shifting cloak of black where galaxies and other celestial objects flit in and out of existence, as if depicting the constant life, death, and rebirth of a miniature, self-contained universe.   Pleromas see the multiverse as both eternal and cyclical, doomed and malleable, ending only if these cycles ever become unbalanced. They believe the current Convergence is necessary to obtain this essential balance, and act to ensure that the grand design of Primus is carried out to the smallest detail.
Genetic Ancestor(s)

Pleroma CR: 22

Large celestial,
Armor Class: 20
Hit Points: 331 39d10+117
Speed: , fly: 40 ft

STR

16 +3

DEX

18 +4

CON

17 +3

INT

21 +5

WIS

22 +6

CHA

17 +3

Saving Throws: INT +12, WIS +13
Skills: Acrobatics +11, Arcana +12, Deception +10, Persuasion +10, Religion +12, Stealth +11
Damage Immunities: necrotic, radiant
Senses: darkvision 60 ft., truesight 120 ft., Passive Perception 16
Languages: Envisioning
Challenge Rating: 22

The Pleroma's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It can cast the following spells, requiring no material components:

At will: Creation, Create Food and Water, Stone Shape

1/day: Banishment (9th Level), Blade Barrier (9th Level), Plane Shift

2/day: Disintegrate (8th Level)


Envisioning. Pleromas care little for communication with other creatures, but when they do convey information, they do so wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language, though the aeon’s meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself.   Legendary Resistance (3/Day). If the Pleroma fails a saving throw, it can choose to succeed instead.   Regeneration. The Pleroma regains 20 hit points at the start of its turn.   Magic Resistance. The Pleroma gains +1 on all saves against magic.

Actions

Multiattack. Pleroma makes two Energy Touch attacks.   Energy Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (5d8+4) radiant damage, or 26 (5d8+4) necrotic damage whichever the Pleroma wishes.   Sphere of Creation (3/Day). A pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By using a bonus action, the pleroma can cause the sphere to fly 10 feet. The sphere can move in any direction, ignoring difficult terrain, but it can’t move farther than 300 feet away from the pleroma. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (the pleroma’s choice of normal or difficult terrain) or a 5-foot-square solid barrier of a single natural substance (such as clay, wood, or stone). The sphere can enter the space of a creature; when it does, the creature must succeed at a DC 20 Constitution saving throw or be absorbed into the sphere. On a successful save, the creature is pushed to a space of the DM’s choice away from the sphere. Those who fail take 20d6 radiant damage and are pushed away as a success. Those who are reduced to 0 HP by the damage, become one with the new material and can be restored only via a 9th-level spell. A pleroma can have only one Sphere of Creation in existence at a time, and the sphere automatically vanishes in a flash of blinding light after 1d4 minutes. All creatures within 30 feet of the sphere of creation when it vanishes must succeed at a DC 20 Constitution saving throw or be permanently blinded.   Sphere of Oblivion (3/Day). A pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. By using a bonus action, the pleroma can cause the sphere to fly 10 feet. The sphere is an empty void that lasts for 1 minute before collapsing in on itself and winking out of existence. Once manifested, the sphere can be used as a ranged attack, causing the target to have to succeed on a DC 20 Dexterity saving throw, or suffer the consequences of touching the sphere. The sphere blinks out of existence immediately after that attack is resolved. Any unattended object that touches the void is sucked in and completely destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature; when it does, the creature must succeed at a DC 20 Constitution saving throw or be absorbed into The sphere. On a successful save, the creature is pushed to a space of The DM’s choice away from the sphere. Those who fail take 20d6 necrotic damage and are pushed away as a success. hose who are reduced to 0 HP by the damage are annihilated. Such a destroyed creature can be restored only by a 9th-level spell.

Bonus Actions

Control Sphere of Creation. The Sphere of Creation flies 10 feet. Control Sphere of Oblivion. The Sphere of Oblivion flies 10 feet.

Legendary Actions

Pleroma 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. Pleroma regains spent legendary actions at the start of its turn.   Energy Touch. The Pleroma makes an Energy Touch attack.   Control Sphere of Creation. The Pleroma uses the Control Sphere of Creation action.   Control Sphere of Oblivion. The Pleroma uses the Control Sphere of Oblivion action.   Create Sphere of Creation (Costs 2 Actions). The Pleroma uses the Sphere of Creation action.   Create Sphere of Oblivion (Costs 2 Actions). The Pleroma uses the Sphere of Oblivion action.

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