Virtus Regnam (Temple Supplement)

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Virtus Regnam[edit]

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Lesser Deity
Symbol: A Crystal
Home Plane: The Elemental Plane of Glass and Crystal
Alignment: True Neutral
Portfolio: Neutrality, Crystal, Law
Clergy Alignments: True Neutral
Domains: Law
Favored Weapon: Tentacles and Spells

Stats[edit]

  • Frequency: Unique (Very Rare)
  • NO. Appearing: 1
  • Armor Class: -6
  • Vision: improved
  • Movement: 24" flying
  • Hit Dice: 200 hit points
  • Treasure Type: Z
  • NO. Of Attacks: 4
  • Damage/Attack: 2-20 plus 1-6 shock
  • Special Attacks: See Below
  • Special Defenses: See Below
  • Magic Resistance: 30%
  • Intelligence: Exceptional
  • Alignment: True Neutral
  • Size: Enormous crystalline orrery
  • Xp Value: 50,000 xp

DM Notes/Deity Descriptions[edit]

  • Comes out of a great giant portal in the sky where lightning is. He looks like an enormous crystalline orrery. He is a Guardian spirit of the Air. He has 10 diamond eyes orbiting around a pulsing magma heart, the size of a small boat. When he moves, a trail of glowing dust covers the sky.

Dogma (History and Importance)[edit]

  • Virtus Regnam is the Spirit of the Air. He is a floating Squid-like Crystalline Orrery. This deity came to be in a time of need in order to help keep the balance of Good and Evil, Law/Order and Chaos. He also keeps the balance of the alignments so that it is Neutral. He was created in order to protect the people of Temple. Sometimes he will appear in Temple if innocent people are being killed. He is also in command of the creatures called Virtii.

 

Clergy and Temples[edit]

  • Temples of Virtus Regnam are located up in the mountains above where the clouds touch the mountain. Very high up. Clerics of Virtus Regnam have a ability granted by their deity, that allows them to breath better, that way they can get up to the Temples.

Attacks[edit]

  • Plasma Tentacle: when hit, 2d10 points of damage, plus 1d6 points of Electricity damage from a Spark.

Special Attacks[edit]

  • Screech: save vs death magic or be temporarily deaf for 3 hours.
  • Spell Use: Mage spell levels 1-5.

Special Defenses[edit]

  • Magic Resistance: 30%
  • Magic Shell: +2 or better Weapon needed to hit.
  • Fly: fly for traveling.
  • Go Invisible: Go invisible as if he cast the spell. At will.
  • Cold Blooded: Cold attacks don't work on him.

Special Abilities[edit]

  • Spell Use: levels 1-5
  • Telepathy: read and talk through the mind.

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