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Forgotten God

Large · Celestial · CR 10 · Chaotic Evil

Armor Class
17
Hit Points and Hit Dice
161 (17d8+85)
Challenge Rating CR
10

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
18
+4
CON
20
+5
INT
10
+0
WIS
20
+5
CHA
20
+5

Overview

Category Monsters
Size Large
Type Celestial
Alignment Chaotic Evil
XP 5900
Initiative Bonus +4

Movement

Walk 40 ft (12.2 m)
Fly 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 19

Saving Throws

Constitution +9 Wisdom +9 Charisma +9

Skills

Arcana +4 History +4 Intimidation +9 Perception +9 Persuasion +9 Religion +9

Languages

All

Resistances & Immunities

Damage Resistances
poison, radiant; damage from nonmagical weapons
Condition Immunities
fatigue, frightened, poisoned

Traits

Aligned

The forgotten god radiates a weak alignment aura, most often Lawful and Good, Chaotic and Good, Lawful and Evil, or Chaotic and Evil. Its behavior may not match its alignment.

Divine Nature

A forgotten god doesnt require air, sustenance, or sleep.

Flawed Spellcasting

The gods innate spellcasting ability is Wisdom (save DC 17).The god can try to cast Flame Strikeor Spirit Guardians at will with no material component. When the god tries to cast the spell, roll 1d6. On a 1, 2, or 3 on the die, the spell visibly fails and has no effect. The gods action for the turn is not wasted, but it can't be used to cast a spell.

Legendary Resistance (3/Day)

When the god fails a saving throw, it can choose to succeed instead. When it does so, it seems to flicker and shrink, as if it is using up its essence.

Actions

Divine Weapon

+9 to hit, reach 10 ft (3 m). Hit: 1d8+5 plus 1d6 radiant damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) damage (damage type based on the form of the weapon or implement) plus 3 (1d6) radiant damage.

Divine Wrath

1/day

Each creature of the gods choice within 60 feet makes a DC 17 Constitution saving throw taking 28 (8d6) radiant damage on a failure or half damage on a success.

Flame Strike

(5th-Level; V, S) A 10-foot-radius 40-foot-high column of divine flame appears centered on a point the god can see within 60 feet. Each creature in the area makes a DC 17 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save or half damage on a success.

Spirit Guardians

(3rd-Level; V, S, Concentration) Spirits of former divine servants surround the god in a 10-foot radius for 10 minutes. The god can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there it makes a DC DC 17 Wisdom saving throw taking 10 (3d6) radiant damage on a failed save or half damage on a success.

Stunning Gaze (Gaze)

The god targets a creature within 60 feet. The target makes a DC 17 Charisma saving throw. On a failure the target takes 10 (3d6) radiant damage and is stunned until the end of its next turn. On a success the target is immune to Stunning Gaze for 24 hours.

About Forgotten God

Forgotten God is a large celestial with a Challenge Rating of 10. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 161 hit points (derived from 17d8+85).

Forgotten God has communication capabilities including All. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Forgotten God

2 tips available

When using Forgotten God in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Forgotten God

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 10.

Solo Encounter:

A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 11,000 XP
  • Hard: 16,500 XP
  • Deadly: 22,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Forgotten God?
Forgotten God has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
What type of creature is Forgotten God?
Forgotten God is a Large Celestial, which affects how certain spells and abilities interact with it.
What languages does Forgotten God speak?
Forgotten God can communicate in All.

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