You are on page 1of 5

The innocent The ideal

Small humanoid, neutral good Medium Monstrosity, neutral

Armor Class 13 (None) Armor Class 15 (Natural armor)


Hit Points 22(9d6 - 9) Hit Points 84 (13d8+26)
Speed 25ft. Speed 0ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 16 (+3) 20 (+5) 20 (+5) 15 (+2) 20 (+5) 14 (+2) 20 (+5) 21 (+5) 22 (+6)

Saves Dex +5, Int +5, Wis +7, Cha +7 Saves Int +9, Wis +9, Cha +10
Senses darkvision 120 ft., passive Perception 15 Damage resistances Bludgeoning, Piercing, and Slashing from
Languages Understands common, but cannot speak Nonmagical Attacks, Necrotic
Challenge 0 (10 XP) Senses darkvision 120 ft., passive Perception 15
Languages Understands common, but cannot speak
Challenge 9 (5000 XP)
Apotheosis. When the innocent drops to 0 hit points, her body
collapses into itself, and instantly reappears in her ideal form,
in an unoccupied space within 60 feet of where her innocent Apotheosis. When the Ideal drops to 0 hit points, her body
form was destroyed. Her initiative count doesn’t change. collapses into itself, and instantly reappears in her Maiden
form, in an unoccupied space within 60 feet of where her Ideal
Unexpected change. While the innocent has not yet used form was destroyed. Her initiative count doesn’t change.
Compulsory Disfigurement, she is indistinguishable from a the
Girl. Magic Resistance. The Ideal has advantage on saving throws
against spells and other magical effects.
Actions
Frightful Presence. Each creature that starts its turn within 120
Compulsory Disfigurement. The innocent’s body contorts un- ft. of the Ideal must make a DC 18 wisdom saving throw or be
naturally and she takes 11 (2d10) damage. Each creature within frightened. A creature can repeat the saving throw at the end of
120 ft. who can see this must make a DC 23 wisdom saving each of its turns, ending the effect on itself on a success. If a
throw or be frightened until the end of their turn. On failure of creature’s saving throw is successful or the effect ends for it,
5 or more a creature must use its action on its turn to dash the creature is immune to the Ideal’s Frightful Presence, as
and move as far away from the Innocent as possible. well as the frightful Presence of the Maiden and Matron for the
next 24 hours.

Actions
Multiattack. The Ideal makes two body needle attacks and uses
Flesh Puppetry.

Body Needles. Ranged Weapon Attack: +9 to hit, range 120/600


ft., one target. Hit 9 (1d8 + 5) Piercing damage. On a hit the
creatures speed is reduced by 10ft. until the end of their next
turn, and it must succeed on a DC 17 Constitution saving
throw or begin bleeding (DC 17, 1d8)

Needle Barrage. Each creature in a 60-foot cone must succeed


on a DC 17 Dexterity saving throw. A creature takes 18 (4d8)
damage piercing on a failed save, or half as much damage on a
successful one.

Flesh Puppetry (Spell, 5th lv.). The Ideal chooses up to four


corpses she can see within 120 ft. The arm of each chosen
corpse immediately tears off and becomes undead. They use
the statistics of a zombie (MM 316), with a fly speed equal to
its speed, and a bonus to its attack and damage rolls of +6. The
arms take their turns immediately after the Ideal. The Ideal can
only have four arms under her control at one time.
The Maiden The Matron
Medium Monstrosity, neutral Huge Monstrosity, neutral

Armor Class 17 (Natural armor) Armor Class 19 (Natural armor)


Hit Points 110 (13d8+52) Hit Points 162 (13d12+78)
Speed 50ft. Speed 50ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 22 (+6) 22 (+6) 24 (+7) 22 (+6) 20 (+5) 22 (+6) 26 (+8) 24 (+7) 26 (+8)

Saves Int +11, Wis +11, Cha +12 Saves Int +14, Wis +13, Cha +14
Damage resistances Bludgeoning, Piercing, and Slashing from Damage resistances Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks, Necrotic Nonmagical Attacks, Necrotic
Senses darkvision 240 ft., passive Perception 15 Senses darkvision 240 ft., passive Perception 15
Languages Understands common, but cannot speak Languages Understands common, but cannot speak
Challenge 12 (8,400 XP) Challenge 14 (11,500 XP)

Apotheosis. When the Maiden drops to 0 hit points, her body The God of Fear and Hunger is born. When the Matron drops to
collapses into itself, and instantly reappears in her Matron 0 hit points, her body casts off its flesh, revealing the God of
form, in an unoccupied space within 60 feet of where her Fear and Hunger in the space her Matron form was destroyed.
Maiden form was destroyed. Her initiative count doesn’t Her initiative count doesn’t change.
change.
Magic Resistance. The Matron has advantage on saving throws
Magic Resistance. The Maiden has advantage on saving throws against spells and other magical effects.
against spells and other magical effects.
Frightful Presence. Each creature that starts its turn within 120
Frightful Presence. Each creature that starts its turn within 120 ft. of the Matron must make a DC 21 wisdom saving throw or
ft. of the Maiden must make a DC 19 wisdom saving throw or be frightened. A creature can repeat the saving throw at the
be frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect
success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Matron’s Frightful
ends for it, the creature is immune to the Maiden’s Frightful Presence.
Presence, as well as the frightful Presence of the Matron for the
next 24 hours. Trample. The first time on a turn the Matron enters a creatures
space on her turn, the creature must make a DC 22 Strength
Innate Spellcasting. The Maiden’s spellcasting ability is saving throw. On a success the creature is pushed 5 ft. into an
Charisma (spell save DC 20). The Maiden can innately cast the unnocupied space. On a failed save the creature is knocked
following spells, requiring no material components prone and the Matron can make a Slam attack against the
creature.
At will: Mischief of rats, Blight
Actions
Actions
Stampede of Arms. The Matron makes Two slam attacks
Multiattack. The Maiden makes a slam attack, and then cast
blight and mischief of rats. The maiden may replace mischief Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
of rats with another Slam attack. Hit 20 (3d8 + 6) bludgeoing damage

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Toxic Mist (Recharge 5-6). The Matron exhales poisonous gas in
Hit 9 (1d8 + 5) bludgeoing damage and 14 (3d8) necrotic a 90-foot cone. Each creature in that area must make a DC 22
damage Constitution saving throw, taking 35 (10d6) poison damage on
a failed save, and being poisoned until the end of their turn.
On a succesful save a creature takes half the damage and is
not poisoned.
The God of Fear and Hunger Purifying Ember. ranged spell attack +15 to hit, range 600ft., one
Large Aberration, Neutral good target. Hit 26 (4d12) fire damage. The target is ignited and
takes 5 (1d10) fire damage at the start of each of its turns. The
Armor Class 19 (Natural Armor) creature remains ignited until they or another creature within 5
Hit Points 465 (30d10+300) ft. of them uses their action to exstinguish the flames, or until
Speed 0 ft. the creature is doused with water.
While ignited the creature has disadvantage on saving
STR DEX CON INT WIS CHA throws to maintain Concentration.
22 (+6) 10 (+0) 30 (+10) 29 (+9) 25 (+7) 27 (+8)
Puriying Black Flame. The G.O.F.A.H hurls a magical ball of fire
Saves Dex +7, Int +16, Wis+ 14, Cha +15 that explodes at a point it can see within 120 feet of herself.
Skills Perception +14, Initiative +7 Each creature in a 20 ft. radius sphere centered on that point
must make a DC 23 Dexterity saving throw. The sphere spreads
Damage resistances Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks, Necrotic around corners. A creature takes 18 (5d6) fire damage and 18
Condition Immunities Blindness, Charmed, Frightened, (5d6) necrotic damage on a failed save, or half as much
Incapacitated, Exhaustion damage on a successful one.
Senses truesight 120 ft., passive Perception 24 If a creature who failed the save must make a saving throw to
Languages all, telepathy 120 ft. maintain concentration as a result of taking damage from this
Challenge 26 (90,000 XP) ability, the DC cannot be lower than 23.

Starvation (Recharge: Coinflip). The G.O.F.A.H causes a creature


Legendary Resistance (3/day). If The G.O.F.A.H fails a saving within 60ft. of herself to rapidly starve. The creature must make
throw, she can choose to succeed instead. five DC 23 Constitution saving throws, taking 13 (2d12)
necrotic damage and gaining a level of exhaustion for each
Magic Resistance. The G.O.F.A.H has advantage on saving failed saving throw. On a succeful save the creature takes half
throws against spells and other magical effects. the damage and does not gain a level of exhaustion.

Terror. Each creature that starts its turn within 120 ft. of the
G.O.F.A.H must make a DC 23 wisdom saving throw or be
Legendary Actions
frightened and be forced to move as far from the G.O.F.A.H at The Black (3 actions) (Recharge: 5-6). The G.O.F.A.H begins
the start of its turn. On failure of 5 or more a creature must use concentrating, as if on a spell, and the gnawing Darkness of the
its action on its turn to dash, A creature can repeat the saving dungeon fills a 60-foot-radius sphere centered on a point the
throw at the end of each of its turns, ending the effect on itself G.O.F.A.H chooses within 150 ft. of herself. The darkness
on a success. If a creature’s saving throw is successful or the spreads around corners and lasts for a minute, or until she
effect ends for it, the creature is immune to the G.O.F.A.H’s loses concentration. A creature with darkvision can’t see
Terror. through this darkness. Nonmagical light, as well as light
created by spells of 8th level or lower, can’t illuminate the area.
Coinflip. The G.O.F.A.H starts combat without Starvation being Any creature that starts its turn within that area, or enters it on
charged. At the end of the G.O.F.A.H’s turn choose a player. the the first time on its turn, must make a DC 23 Wisdom saving
player chooses heads or tails. If the player loses the coin flip, throw taking 17 (3d10) Psychic damage and 17 (3d10) Necrotic
Starvation recharges. damage on a failed save, or half as much on a success. If this
damage reduces a creature to zero hit points the creature
One with the dark. Dim light and darkness, both magigcal and
becomes a monstrosity of the G.O.F.A.H’s choosing whose CR
non-magical, do not impede the G.O.F.A.H’s vision.
Additionally at any point during her turn the G.O.F.A.H can is less than half of the creature’s CR or level.
teleport up to 120 feet to an unoccupied space she can see. Her Teleport The G.O.F.A.H teleports into an unnocipied space that
destination must be in dim light or darkness. is in dim light or darkness within 120 feet of her.

Actions Dark Power. The G.O.F.A.H. uses one of the following abilities
from her previous forms (DC 23): Blight, Mischief of Rats,
Multiattack. The G.O.F.A.H makes two purifying ember attacks. Flesh Puppetry
Piety Devotee of The G.O.F.A.H
Piety +3
EARNING AND LOSING PIETY
Gaining Piety You can understand, and be understood by tiny beasts
considered to be Vermin by society (such as rats, frogs,
Praying to The G.O.F.A.H in a ritual circle, or a site and ravens). This ability does not allow you to speak
holy to her (Once per circle or site) with Insects.
Placing a small handmaid doll in a a site holy to the
G.O.F.A.H. (Once per site) Votary of The G.O.F.A.H
Saving an animal you can speak to using your Piety +10
“Devotee of The G.O.F.A.H” feature from death. You can cast mischief of rats with this trait, requiring no
Ritualized fasting to the point of near starvation material components. Once you cast the spell in this
Conquering something you fear. way, you can not do so again until you finish a long rest.
Removing a source of longstanding persistent Choose one spellcasting modifier: Constitution,
suffering in your life Intelligence, Wisdom, Charisma. This is your
Engraving the symbol of The G.O.F.A.H upon your spellcasting modifier for this spell, and any future spells
face (+3) granted by gaining more piety with The G.O.F.A.H
Creating a reliable method of acquiring food in an
area humans haven’t been able to before. (+3) Disciple of The G.O.F.A.H
Conquering something an entire country fears. (+3)
Showing genuine kindness and mercy to someone Piety +25
who has never experienced it (+5) You can cast danse macabre with this trait, requiring no
Losing Piety material components. When casting the spell in this way
you may only animate arms. These arms have the
Looking down on those beneath you statistics of a zombie (MM 316) with a 30 ft. fly speed.
Indulging in luxury Once you cast the spell in this way, you can not do so
Exploiting the destitute again until you finish a long rest.
Mischief of rats Champion of Cruelty
2nd-level conjuration Piety +50

Casting Time: 1 action The God of Fear and Hunger acknowledges your
Range: 60 feet suffering, and uses it to drive you forward. You are
Components: M, V, S (rotting food) granted the following benefits.
Duration: Instantaneous
A horde of swarming rats are called to a 15 ft. radius While you have the frightened condition, you can
circle centered on a point you choose within range. The move closer to the source of your fear, and add your
circle spreads around corners. When the area appears, proficiency bonus to damage rolls against the source
each creature in it must make a Dexterity saving throw. of your fear.
A creature takes 1d6 piercing damage on a failed save, If you have any levels of exhaustion due to not eating
and is dazed until the end of their next turn. A creature enough food, you have advantage on all attack rolls.
takes half as much damage on a successful save. You add your proficiency bonus to your initiative
At Higher Levels. When you cast this spell using a
rolls.
spell slot of 3rd level or higher, increase the piercing
damage by 1d6 for each slot level above 2nd. Dazed
You can Move or take one Action on your turn, not both.
You also can’t take a Bonus Action or a Reaction.
Links to other funger content
Fear & Hunger Bestiary
https://homebrewery.naturalcrit.com/share/U7DIfhkZUy7G

Fear & Hunger NPCs


https://homebrewery.naturalcrit.com/share/zfkGOhTwHBfQ

Pocketcat
https://homebrewery.naturalcrit.com/share/vch3PWraZsHn

The New Gods


https://homebrewery.naturalcrit.com/share/VgUe1JTN0qOH

Sylvian
https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq

Gro-Goroth
https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq

Rher
https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH

Vinushka
https://homebrewery.naturalcrit.com/share/qnf5I9G8VQZZ

The God of the Depths


https://homebrewery.naturalcrit.com/share/QbAAcVgcjtYt

Fear & Hunger OC Creatures

Coming eventually

You might also like