A week ago today, I was stressing out about the upcoming D&D mega-event campaign I was to run in the coming weekend. I was anxious and nervous. I had never run a game with that many players, or that many new players at one time. I was worried about whether they’d like what I presented them or not. I didn’t know what to expect.

Well, now that I’ve done it…now that I’ve gone through the game, and saw and heard their reactions, and learned a lot… I can share with you some of what I prepared. I may go further and collect this into a publishable adventure some day, who knows? Surely, I’ll have to make some changes per WotC’s Open License rules, but yeah. We’ll see.

The Demi-Deities

So the heroes had to fight off four demi-deities, the avatars of the gods. That meant I had to stat these guys up and create custom monster stat blocks – something I’ve never done before! I followed the rules in the Dungeon Master’s Guide, and used an article posted by The Angry DM, to great success.

So here they are.

Razavar – the avatar of Qasos, god of despair and vengeance.

RAZAVAR Large humanoid CR 10 (5,900 XP)
AC 16 (Nat) HP 218 (19d10+69) Speed. 40 ft.
STR 21 (+5) DEX 21 (+5) CON 22 (+6)
INT 19 (+4) WIS 22 (+6) CHA 17 (+3)
Saving Throws: CON +11, WIS +11, CHA +8 Pass. Perc. 16 All Languages
Condition Immunities: blinded, charmed, frightened, exhausted
Damage Immunities: cold
Damage Resistances: radiant; bludgeoning, piercing, slashing from nonmagical weapons.
Innate Spellcasting. Ability CHA, +8 to hit, save DC 16. Has the following spells.
At will: bane (5 creatures), shatter, sleep, thunderclap (4d6)
2/day each: bestow curse, hypnotic pattern, see invisibility
1/day each: confusion, etherealness
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 21 (3d10+5) bludgeoning damage.
Wail (Recharge 3-6). Razavar wails in despair, weeping gallons of tears. All creatures that can hear Razavar within a 120 ft. radius must succeed a DC 16 CON saving throw or be stunned for 1 minute as the despair takes hold of them. Affected creatures can repeat the saving throw at the ends of each of their turns, ending the effect on a success.
LEGENDARY ACTIONS. Razavar has 3 legendary actions, can only take one at a time, and at the end of another creature’s turn. Slam. Razavar takes the slam action. Move. Razavar can move up to its full movement. It regains spent actions at the start of its turn.
LEGENDARY RESISTANCES. 3/day. If Razavar fails a saving throw, it can choose to succeed instead.

Kaltov – avatar of Osti, goddess of caves and underground.

KALTOV Large fiend CR 12 (8,400 XP)
AC 16 (Nat) HP 241 (21d10+126) Speed. 40 ft., Fly 80 ft., Climb 30 ft.
STR 19 (+4) DEX 21 (+5) CON 23 (+6)
INT 17 (+3) WIS 25 (+7) CHA 18 (+4)
Saving Throws: DEX +10, CON +11, WIS +12

Skills: Perception +12

Darkvision 90 ft., Blindsight 90 ft.

Pass. Perc. 22 Abyssal, Undercommon (telepathy 120 ft.)
Condition Immunities: charmed, exhausted, frightened, petrified
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons.
Magical Resistance. Kaltov has advantage on saving throws against spells and magical effects.
Echolocation. Can’t use its blindsight while deafened.
Keen Hearing. Kaltov has advantage on WIS (Perception) checks that rely on hearing.
Multiattack. Kaltov makes two attacks: one with its bite, and one with its tail.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (3d6+4) piercing damage. If target creature is Large or smaller, it is grappled (escape DC 17). Grappled target is also restrained.
Life Drain. Grappled creature takes 18 (5d6) necrotic damage, and Kaltov regains hit points equal to the damage dealt. Creature also has its maximum hit points reduced by the amount of damage taken, and cannot regain those hit points until it finishes a Long Rest or by magical means, such as the greater restoration spell.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 12 (2d6+5) slashing damage plus 13 (3d8) poison damage, and target creature must make a DC 18 CON saving throw or become poisoned.
Monstrous Offspring (3/day). If Kaltov is not grappled with another creature from its Bite attack, then as a bonus action it can release 2d4+2 of its offspring that cling to its underbelly. These act as a Swarm of Bats and act on their own initiative score.
LEGENDARY ACTIONS. Kaltov has 3 legendary actions, can only take one at a time, and at the end of another creature’s turn. Tail. Kaltov makes a tail attack. Move. Kaltov can take up to its full movement. Kaltov regains spent legendary actions at the beginning of its turn.
LEGENDARY RESISTANCES. 3/day. If Kaltov fails a saving throw, it can choose to succeed instead.

Nakamal – avatar of Mahluq – goddess of monsters.

NAKAMAL Huge monstrosity CR 16 (15,000 XP)
AC 19 (Nat) HP 250 (20d12+120) Speed. 40 ft., Climb 40 ft., Fly 40 ft.
STR 25 (+7) DEX 17 (+3) CON 23 (+6)
INT 19 (+4) WIS 26 (+8) CHA 14 (+2)
Saving Throws: STR +12, DEX +8, WIS +13

Skills: Perception +18, Intimidation +7, Athletics +12

Darkvision 120 ft., Tremorsense 90 ft.

Pass. Perc. 28 All languages (telepathy 120 ft.)
Condition Immunities: charmed, exhausted, frightened, grappled, stunned
Damage Resistances: acid; bludgeoning, piercing, and slashing from nonmagical weapons.
Magical Resistance. Nakamal has advantage on saving throws against spells and magical effects.
Three-Headed. Nakamal has advantage on ability checks that rely on sight or sound.
Innate Spellcasting. WIS ability, +13 to hit, save DC 21. Has the following spells.
At will: animal friendship (5 beasts), dominate beast (5th level)
2/day each: conjure animals (7th-level), giant insect, insect plague, polymorph
1/day each: awaken, regenerate
Multiattack. Nakamal makes four attacks: one bite from each of its heads, and a claw attack.
Insect Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 18 (3d6+7) slashing damage plus 7 (2d6) acid damage.
Jackal Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 18 (3d6+7) piercing damage, and target creature must succeed on a DC 20 STR saving throw or be knocked prone.
Reptilian Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 18 (3d6+7) piercing damage, and target Huge or smaller creature is grappled (escape DC 20), and is restrained until the grapple ends. Nakamal cannot bite another target while grappling. Nakamal can bite grappled creature again on its next turn, and has advantage on the attack roll.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 15 (2d6+7) slashing damage.
LEGENDARY ACTIONS. Nakamal has 3 legendary actions, can only take one at a time, and at the end of another creature’s turn. Move. Nakamal can take up to its full movement. Claw. Nakamal makes a claw attack. It regains spent legendary actions at the beginning of its turn.
LEGENDARY RESISTANCES. 3/day. If Nakamal fails a saving throw, it can choose to succeed instead.

Borotov – avatar of Tabat, goddess of nature.

BOROTOV Huge plant CR 16 (15,000 XP)
AC 20 (Nat) HP 290 (20d12+160) Speed. 30 ft.
STR 24 (+7) DEX 17 (+3) CON 26 (+8)
INT 20 (+5) WIS 22 (+6) CHA 13 (+1)
Saving Throws: STR +12, CON +13, WIS +11

Skills: Athletics +12, Perception +11

Pass. Perc. 21 All Languages (telepathy 120 ft.)
Condition Immunities: blinded, charmed, deafened, exhausted, frightened, poisoned
Damage Immunities: poison; bludgeoning from nonmagical weapons.
Damage Resistances: fire, psychic; piercing and slashing from nonmagical weapons.
Magic Resistance. Borotov has advantage on saving throws against spells and magical effects.
Siege Monster. Borotov deals double damage to objects and structures.
Innate Spellcasting. WIS ability, +11 to hit, save DC 19. Has the following spells.
At will: absorb elements, druidcraft, entangle, poison spray (11th level), thorn whip (11th level)
3/day each: dispel magic, grasping vine, heat metal, plant growth
2/day each: antilife shell, blight, spike growth, wall of thorns
1/day each: awaken, sunbeam
Enlarge (2/day). Borotov doubles in size, becoming Gargantuan, reaching over 32 feet tall. While enlarged, Borotov has advantage on all STR checks and saving throws. It’s attacks increase in power as well (see individual attacks). This effect lasts for 8 hours or until Borotov ends it with a bonus action.
Multiattack. Borotov makes two Slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 26 (4d8+7) bludgeoning damage, and target creature must succeed DC 20 STR saving throw or be pushed 15 ft. and knocked prone. Enlarged Borotov hit: 31 (5d8+7) bludgeoning damage.
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 30 (4d10+7) bludgeoning damage, and target creature must succeed DC 20 STR saving throw or be knocked prone. Enlarged Borotov hit: 36 (5d10+7) bludgeoning damage.
LEGENDARY ACTIONS. Borotov has 3 legendary actions, can only take one at a time, and at the end of another creature’s turn. Slam. Borotov takes the Slam action. Stomp. Borotov takes the Stomp action. It regains spent legendary actions at the beginning of its turn.
LEGENDARY RESISTANCES. 3/day. If Borotov fails a saving throw, it can choose to succeed instead.

Drijalora – avatar of Kasal, goddess of undeath and disease.

DRIJALORA Medium undead CR 22 (41,000 XP)
AC 18 (Nat) HP 285 (30d8+135) Speed. 30 ft.
STR 21 (+5) DEX 24 (+7) CON 20 (+5)
INT 25 (+7) WIS 22 (+6) CHA 23 (+6)
Saving Throws: CON +12, INT +14, CHA +13

Skills: Arcana +14, Deception +13, Perception +13, Stealth +14

Truesight 120 ft.

Pass. Perc. 23 All Languages
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Damage Immunities: necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Resistances: cold, lightning
Magic Resistance. Drijalora has advantage on saving throws against spells and magic.
Divine Awareness. Drijalora knows when it hears a lie.
Spellcasting. Drijalora is a 19th-level spellcaster. Its spellcasting ability is INT (spell save DC 22, +14 to hit). Drijalora has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, poison spray
1st Level (4 slots): detect magic, disguise self, false life, shield, sleep
2nd Level (3 slots): darkness, hold person, levitate, magic missile, misty step
3rd Level (3 slots): animate dead, bestow curse, counterspell, dispel magic, vampiric touch
4th Level (3 slots): blight, dimension door, greater invisibility, polymorph, wall of fire
5th Level (3 slots): cloud kill, cone of cold, dominate person, telekinesis, wall of force
6th Level (2 slots): chain lightning, circle of death, create undead, disintegrate
7th Level (1 slot): finger of death, teleport
8th Level (1 slot): antimagic field, power word stun
9th Level (1 slot): power word kill, time stop
Regeneration. Drijalora regains 20 hit points at the start of its turn if it has at least 1 HP and did not suffer radiant damage in the previous round.
Paralyzing Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: 21 (6d6) cold damage, and target creature must succeed DC 19 CON saving throw or be paralyzed for 1 minute. Target creature can repeat saving throw at the end of its turns, ending on a success.
LEGENDARY ACTIONS. Drijalora has 3 legendary actions, can only take one at a time, and at the end of another creature’s turn. Cantrip. Cast a cantrip. Paralyzing Touch (2 actions). Uses Paralyzing Touch. Disrupt Life (3 actions). Living creatures within 20 ft. of Drijalora must succeed DC 19 CON saving throw or take 35 (10d6) necrotic damage, half on a success. It regains spent legendary actions at the beginning of its turn.
LEGENDARY RESISTANCES. 3/day. If Drijalora fails a saving throw, it can succeed instead.

Aftermath

So with the Tarrasque defeated, and the five generals driven away and defeated by the heroes, there’s peace in Errun, right?

Right. The history plays out that there is a time of prosperity as the continent experiences a boom in growth and discovery, thanks to the properties of the world-breaker carcass. I know that the Salt In Wounds campaign setting also deals heavily in this concept, but I think mine will be different enough that it won’t seem like a big ol’ rip-off. Haha. I hope, at least.

A secure fortress is built up around the fallen corpse in Idomana, which is placed under constant guard while workers have at the body of the world-breaker. A market springs up around selling and distributing pieces of the world-breaker – its armor, its blood, its meat. It’s a new market, and new regulations are put into place every single day, and thus it’s easy for those savvy enough to circumvent the regulations and get what they need for whatever reasons they need it.

But the legitimately obtained pieces of the world-breaker yield fascinating results under study, and new advancements are made in practically every field there is as they are put to use.

It’s during this time that explorers of Errun sail across the sea and find the continent of Caldon, and the two peoples begin to experience trade and sharing their culture. They also discover that their ancient languages have commonalities, hinting that the gods of Akaar were once present for the Caldon people as well.

Everything is going great for a good long while…but there is an increase in undead activity. Those that die are coming back to haunt the living, to want to feed on them. The high wizards and scholars of Errun cannot figure out why this is happening, and it’s only barely enough to destroy these creatures as they continue to rise from beyond the grave.

The Sovereign himself, Balthias zon Tior fell at the hands of his recently deceased wife. Errun was thrust into chaos as, at that moment, an attempted coup erupted by those seeking to claim control of Safuja, and to take power from the incredibly wealthy. This group was unsuccessful, and what leaders were captured were put to death as an example of what happens to traitors to Errun.

The Dead Kings

After several centuries of tumultuous campaigning against the rising undead, the fortress at Idomana was infiltrated by five hooded figures who easily overpowered the folks within. They performed an unholy ritual with the remains of the world-breaker, and divided its essence into five parts, each going into a dread phylactery, making those five hooded individuals into powerful liches.

The five generals of Errun had returned, and now cross over the lands of Errun to seize control of the mass populace, claiming to the be the five Dead Kings that will rule all of Akaar.

To Be Continued…

And that is where the campaign would begin, when I’m able to start it up. With the threat of the Dead Kings looming over the land of Errun.

But that’s for another time.

Until then – Well Met!