Divine Beings
Divine beings of incomprehensible power. Don't look too closely!
They have a powerful abilities that players should be able to figure out by assessing. They should probably be encountered as the only divine being in a fight, but with a group of minions.
The most common type of divine being are angels. Angels are sent by the gods as twisted enforcers of Their will. They are considered "good", but they are "good" in the "I will exterminate all evil without a care for collateral damage" type of way. Odds are they don't even speak the same language as your heroes - their intentions are meant to be incomprehensible.
While mechanically, their stat block only affects heroes, you can and should be very liberal with them enrapturing any other creature as well. Companions should fall to their knees and go insane unless the heroes help them when they see these beasts, and NPCs should be reduced to living statues if they try to oppose the angels. Angels can control their Incomprehensible Divinity, though, so underlings (might) not need to be weary of their masters.
If a hero looks at you for too long (performs 2 actions against you that require sight in the same turn) they become Enraptured (They cannot attack another creature, have a speed of 0, and take 1d6 radiant damage after each action) by you until they are magically healed or reduced to 0 HP.
Whenever you roll a 12, roll an additional die of the same size and add it to the total.
- Divine Pistol.1d12.
Range: 12
Holy Cows are sent to punish poachers. If you find someone who died with no injuries in an area with an often poached animal, beware - and don't look too closely.
If someone Enraptured by you dies, they turn into another King of Critters.
- •Nature Rebukes You!
Range: 6. Summon 2 squirrel minions (1d6, can climb).
- •Bite.1d6+8.
Gains advantage for each ally adjacent to the target.
King of Critters is an Angel that takes the form of a small animal, such as a cat, rat, raccoon, or dog. They are sent to punish humanoids for their mistreatment of animals. One King of Critters will often spread like a plague - unless your heroes are the abusers being punished, it's unlikely there's only one.
Whenever a creature performs an action that requires seeing you, they make a DC 11 WIL save or are Dazed for one turn.
- •Judgement.12d4
- •Loss of Will.
Range: 12. A Hampered creature in range falls prone.
These angels are sent to punish man for disobeying the Gods - either for venturing into places they do not belong or for conquering nature with agriculture. They inhabit rice fields or swamps, where they can drown someone by enrapturing them and forcing them to fall prone. Do not let them catch you.
Inspired by the Light Novel: Otherside Picnic
You have heavy armor against piercing and slashing attacks. You have no armor against bludgeoning attacks.
Heroes within Reach: 6 of you are Taunted
Despite having no lungs, these angelic skeletons sing irresistible songs. They are sent to punish the proud.
You have no armor against bludgeoning damage.
- •Summon (once).
Summon 13 Spirit Minions (1d4) within Reach: 3.
- •Divine Call.1d4.
Range: 13. Cannot crit. On hit: Taunted and summon a Spirit Minions (1d4) behind
Pale Snails are the juvenile form of divine snails destined for godhood. They are born with a tribe of Snails have suffered from persecution or great loss. The elders of the tribe will offer their suffering to their Eldritch patron and be gifted with a Pale Child.
They seek to lead groups of snails on crusades to conquer nearby lands. A hero reduced to Dying by a Pale Snail or it's allies will slowly grow a snail shell on its head, getting larger with each wound they suffer. When they die, the shell fully encases their head.
Heroes may choose to have an attack miss them if they offer up the memory of someone they know and forget them completely (the person they're forgetting must have been mentioned beforehand).
- •Blade (×2).3d6.
On hit: teleport 2.
- •Sorcery.5d6.
Range: 8. On hit: Taunted. You may have it deal an extra 5d6 (once).
The Angel of Mercury is sent to punish those who do not respect history. Entire cities that plunder others, eradicate their historical leaders, or abandon the gods have been destroyed by Angels of this caliber.
When you are Consuming the Sun, you can see in the dark, your attacks have range: ∞ and ranged attacks against you have range: ∞.
- •Blot Out The Sun.
Fly into the sky and grow to an incomprehensible size, completely covering the sun.
- •Scorching Darkness.3d8+6.
Range: 4.
This angel is sent to punish humanity for expanding their domain into the night and refusing to rest when the Gods intended.
It's sun blotting effect is local - it doesn't literally cover the sun for the entire world. But don't tell your players that!
Don't forget that fighting in the dark lightly causes the Blinded condition. Pair this angel with monsters that can see in the dark!
Inspired by the light novel: Otherside Picnic.
If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.
- Draining Kiss.1d66.
On hit: Enraptured. Misses on an 11, crits on a 66.