Godsend Dippy Doo (5e Creature)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 13:49, 2 June 2019 (MDT)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: This page appears to be a copy of another creature on this wiki, albeit with several empowering tweaks. Several of these tweaks make the Godsend much more powerful than a CR 35 creature would be according to Mythic Monsters (5e Variant Rule), and its CR should be adjusted accordingly. It would be worth consulting the 5e Creature Design Guide.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: There is no description of how this creature appears or behaves, when ideally there would be. It's difficult for a DM to implement this creature into a campaign without an excessive amount of of guesswork.

Many aspects derived from the copied creature page are held over even though they don't seem like they would make sense; for example why can this creature speak Gerudo, and why does it otherwise link to supplements for a Hyrule campaign setting?
You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

This content uses Mythic Monsters (5e Variant Rule) to estimate a Challenge Rating higher than 30.

Godsend Dippy Doo[edit]

Gargantuan fiend, lawful good

Armor Class 28 (unarmored defense)
Hit Points 881 (43d20 + 430)
Speed 230 ft.

30 (+10) 30 (+10) 30 (+10) 21 (+5) 22 (+6) 23 (+6)

Saving Throws Str +20, Con +20, Wis +16, Cha +16
Skills Acrobatics +20, Animal Handling +16, Arcana +15, Athletics +20, Deception +16, History +15, Insight +16, Intimidation +26, Investigation +15, Medicine +16, Nature +15, Perception +26, Performance +16, Persuasion +16, Religion +15, Sleight of Hand +20, Stealth +20, Survival +16
Damage Vulnerabilities radiant; piercing damage from silvered weapons; any damage from artifact weapons
Damage Resistances damage from spells; bludgeoning, piercing, and slashing damage not from artifact weapons
Damage Immunities poison, fire, necrotic
Condition Immunities charmed, poisoned, petrified
Senses truesight 120 ft., passive Perception 36
Languages Blin, Common, Gerudo, Stal; Godsend Dippy Doo can choose for its words to be understood by any creature capable of hearing it and understanding a language
Challenge 35 (260,000 XP)

Boundless Spellcasting. Godsend Dippy Doo can cast any spell of 6th level or lower with a casting time of 1 action or longer without expending magic points or spell slots (DC 23, +15 to hit with spell attacks, casts as a 20th-level spellcaster). It never requires material components, and automatically succeeds on checks to maintain concentration. In addition, it has the following spells prepared:

7th (3/day): breath of lenore, forcecage, project image, withering destruction
8th (2/day): control monster, mind blank, power word stun
9th (1/day): power word kill, true polymorph

Goddly Resistance. Godsend Dippy Doo has advantage on all saving throws. Three times per day, if it fails a saving throw, it can choose to succeed instead.

Irresistible Offense. You can bypass the damage resistances of any creature.

Planar Travel. Choose a plane of existence other than the Material Plane. The Godsend can use an action to cast the plane shift spell (no spell slot or components required), targeting itself only, and travel to the chosen plane, or from that plane back to the Material Plane. It can use this feature twice between rests.

Invincibility. When the Godsend takes damage from any source, it can reduce that damage to 0. It can do this once between rests.

Recovery. Godsend Dippy Doo can use a bonus action to regain a number of hit points equal to half it's hit point maximum. Once it uses this boon, it can't use it again until it finishes a long rest.

Proficiency of the Gods. The Godsend is proficient in all skills.

Frightful Presence. Each creature of the Godsend's choice that is within 120 feet of it and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened 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 the Calamity's Frightful Presence for the next 24 hours.

Instant Weapons. As part of any attack it makes, the Godsend can choose to wield a magical version of any weapon it could otherwise wield. The weapon is momentarily created out of thin air for the attack. This Gargantuan weapon has four times its normal damage dice, and deals an extra 2d12 necrotic or force damage on a hit. A melee weapon has a reach of 15 feet, or 30 feet if it has the reach property. A ranged weapon has four times its normal range. These weapons cease to exist if they leave Ganon's touch.

Limited Spell Immunity. The Godsend can't be affected or detected by spells of 6th level or lower unless it wishes to be.

Siege Monster. Godsend Dippy Doo deals double damage to objects and structures.


Multiattack. Godsend Dippy Doo uses its Frightful Presence. It then makes five attacks with light melee weapons, or four attacks otherwise. It can forgo any number of attacks to cast an equal number of cantrips.

Bite. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 10) piercing damage plus 13 (2d12) necrotic or force damage.

Scimitar. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 13 (2d12) necrotic or force damage.

Large Spear. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 46 (4d12 + 20) piercing damage plus 13 (2d12) necrotic or force damage.


Godsend Dippy Doo 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. the Godsend regains spent legendary actions at the start of his turn.

Detect. Godsend Dippy Doo makes one Wisdom (Perception) check.

Shift. The Godsend casts misty step.

Attack (Costs 2 Actions). Godsend Dippy Doo makes one attack with its bite or a light melee weapon.

Quickened Spell (Costs 2 Actions). The Godsend uses its Boundless Spellcasting to cast chromatic explosion, dispel magic, or warping step as a 6th-level spell. Alternatively, he can cast any one cantrip.

Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!

admin area
Terms and Conditions for Non-Human Visitors