Demigod of Light (5e Creature)

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Demigod of Light[edit]

Large humanoid (demigod), lawful good

Armor Class 23 (natural armor)
Hit Points 372 (24d10 + 240)
Speed 60 ft., fly 150 ft.

30 (+10) 24 (+7) 30 (+10) 25 (+7) 25 (+7) 30 (+10)

Saving Throws Int +15, Wis +15, Cha +18
Skills Perception +15
Proficiency Bonus +8
Damage Resistances acid, force, necrotic, radiant
Damage Immunities fire, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses truesight 120 ft., passive Perception 25
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)

Demigod's Strength. The Demigod of Light's weapon attacks are magical. When the Demigod of Light hits with any weapon, the weapon deals an extra 45 (10d8) radiant damage (included in the attack).

Demigod's Fortitude (3/Day). When the Demigod of Light fails a saving throw, he may choose to succeed instead and regain 45 (10d8) hit points.

Limited Magic Immunity. Unless he wishes to be affected, the Demigod of Light is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

Aura of Retribution. If a creature with an evil alignment starts its turn within 60 feet of the Demigod of Light, it must succeed on a DC 26 Constitution saving throw or take 55 (10d10) radiant damage and be stunned for 1 minute. A creature can repeat the saving throw at the 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 ends for it, the creature is immune to being stunned by the Demigod of Light's Aura of Retribution for the next 24 hours.


Multiattack. The Demigod of Light makes two attacks.

Last Redemption (Greatsword). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 45 (10d8) radiant damage.

Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 45 (10d8) radiant damage.


Parry. The Demigod of Light adds 8 to his AC against one melee attack that would hit him. To do so, the Demigod of Light must see the attacker and be wielding a melee weapon.


Demigod of Light can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Demigod of Light regains spent legendary actions at the start of his turn.

Last Redemption. The Demigod of Light makes one attack with Last Redemption.
Teleport. The Demigod of Light magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Searing Burst (Costs 2 Actions). The Demigod of Light emits magical, divine energy. Each creature of his choice in a 10-foot radius must make a DC 26 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

The Demigod of Light is a powerful being, member of the hall of heroes, and protector of the cosmos. No mortal could possibly stand up to him in a fair fight, and he has defeated gods and other demigods alike.

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