Table Of Contents
The Aposignis
The Aposignae, plural for Aposignis, is a name for a collection of immensely powerful entities that serve an important purpose in the balance of the infinitely large universe of Pentos. Due to their role in keeping Pentos intact, they are inherently good entities, so much so that most mortals that interact with them mistake them for angels due to the forms they take.
Despite being powerful cosmic entities, the Aposignis take a very hands on approach when it comes to cleansing the world of malevolent forces that threaten to destroy the balance of Pentos. Archdemons and archdevils fear Aposignis due to their interference. Excluding the highest ranked fiends and evil gods, the Aposignae tend to make quick work of their enemies.
Birth and existence
In the beginning, there was nothing but the primordial void but eventually a change occurred wherein a powerful influence gave birth to the entirety of creation, filling it with purpose and meaning. Quickly, the infant Pentos was then filled with powerful celestial entities, that represent the very stars, planets, and forces that governed them.
These powerful forces were young and had no rules to follow. Immediately, chaos reigned supreme within creation. Entities older than gods, stronger than demon lords, greater than primordials fought for supremacy. Planets were slung into the void, stars were snuffed out, and young civilizations could not advance under the wrath of these young cosmic forces.
Eventually, creation could no longer take the collective abuse of these young cosmic forces and it created the Aposignae, immensely powerful entities with the responsibility of protecting it from existence-ending threats.
The Aposignae moved in force and started destroying the very entities that threaten to ruin Pentos' precarious balance. Supported by an infinite source of power, the Aposignae moved with purpose. Due to being recently awoken, the Aposignae's powers were very unrefined and raw. They had none of the grace and poise they have now.
But in addition to being gifted with unmatched power, the Aposignae were given the curiosity befitting of mortals. With this, the Aposignae started to invest their free time in learning and growing with the young civilizations of creation. With their help, many budding civilizations were able to grow into vast empires and powerful civilizations.
Eventually, the Aposignae managed to push back the chaotic celestials back into the heart of the universe, Pent. Unfortunately, the celestials were not ready to give up and surrender their right to creation.
Pent: The Final Stand
In the heart of Pentos, the birthplace of reality, there was an extremely exceptional celestial that united the remaining celestials under one banner. This coalition of celestials named themselves the makers and proved to be the greatest challenge of the Aposignae.
While the Aposignae were powerful, they couldn't have slain the majority of the celestials without any difficulties. The reason that they easily slaughtered and dominated the celestials was due to many factors. First, the celestials were in an all out war with each other. There were small alliances here and there but most of them were tenuous and would break at the slightest sign of tension. The juvenile Aposignae were able to hunt down the celestials and slay most of them through brute force.
It is true that the Aposignae became more intelligent and skilled as time went on but even then, they had no real challenge. Even the strongest celestials could be defeated with ease if the Aposignae fought together, something they didn't usually do.
Pent was an impossible to shatter fortress. And while the Aposignae try to break through the celestial's barricade, the makers manipulate Pent to create powerful soldiers to use against the Aposignae. This race will possibly determine the faith of the entirety of existence.
Desire for Knowledge
The Aposignae have an immense desire to learn. Sometimes, Aposignae would stop the hunt for a moment to stop by a world and learn from it, ranging from listening to gossip to spending decades learning its magic or technology. In this regard, Aposignae are troves of information and knowledge.
But their desire to learn isn't just to fill some void of knowledge but also so that they would gain new information to use against the celestials. To this extent, the Aposignae go to almost all lengths to gain new knowledge.
Currently, the Aposignae is using all of their knowledge to pierce the blockade that the makers created in Pent.
The 24 Aposignae
When the 24 Aposignae first came into existence, they were immediately given a choice on which domain of existence should they take control. Each one took a domain wherein to focus their attentions and hone their powers. Due to this, each one of them are responsible for certain major parts of creation. Their responsibility tends to protect immensely important parts of existence so that they can prevent any lethal damage to creation.
The 48 Solakeste
Despite their small number, the Aposignis have at their beck and call the Solakeste. When the Aposignae chose their domain, their cosmic power immediately took hold of the concept they're responsible for, creating two celestials that are absolutely loyal to them. These duo of celestials are called Solakeste and represent the Aposignae choosing a domain to protect.
The Solakeste will do anything for their cosmic masters, no matter how difficult it is. But difficulty tends not to be an issue for these celestials as their might is just below their masters.
Similar to the Aposignae, the Solakeste are guardians of concepts as well but they tend to be more specific but still handle large aspects of their master's domain.
An Aposignae and Solakeste's powers
In the beginning, the Aposignae barely had any nuance to their abilities and powers. They just had raw power that they used like hammers against the celestials. At first, this worked because the Aposignae mostly fought the minor celestials but as they liberated young civilizations, they eventually met stronger celestials. This was the time where they started to develop their powers since raw power wasn't enough anymore. The Solakeste followed their master's design.
The following abilities are an Aposignae and Solakeste's innate powers.
Cosmic Weapon - The weapons that Aposignae and Solakeste use immediately get infused by their cosmic nature and exude raw power dealing more damage.
Cosmic Awareness - The Aposignae and Solakeste sees through all lies and deceit.
Lifeforce of Creation - The Aposignae and Solakeste's direct connection to creation allows them to infuse any being with healing energies that can regenerate limbs and even cure diseases.
Magic Resistance - The body of the Aposignae and Solakeste is cosmic in nature which allows them to easily resist magical effects.
True Understanding of Reality - The Aposignae and Solakeste's natural sight is supernaturally powerful.
Teleport - An Aposignae and Solakeste can easily bend space to their will and teleport in and out of the battlefield.
Cosmic Nature - The infinite nature of the Aposignae and Solakeste allows them to manifest multiple abilities stemming from their own bodies. Due to this, they are immune to necrotic and poison damage and cannot be charmed, exhausted, frightened, or poisoned. They also have natural immunity to bludgeoning, piercing and slashing damage from nonmagical weapons.
Primordial Dominion
The Aposignae's true nature is tied to creation itself and the domain they choose to be responsible for. On their own, Aposignis are already immensely powerful but there comes a time where they might need to showcase their true might. To do this, the Aposignae can manifest their true nature, infecting the physical reality around them with primordial material of the universe. This primordial dominion can be equated to a powerful dragon or a demon lord's lair. If an Aposignae's body is destroyed or is banished, these effects fade over the course of 100 years.
Fate
Fate is the part of reality which affects all living creatures but unknown to these short-lived entities is that Fate is a power that is controlled by the celestials. These powerful entities could influence Fate and create events that fit their desires and needs. Only another celestial could resist such a power.
Eventually, the Aposignae came and the celestials tried to destroy these entities with the power of Fate only to realize that these infinite entities were completely devoid of Fate. They could not be defeated in a manner where their choice would not matter.
Art Credit
Ragani "The True Flame"
"When it comes to fighting for your dreams, be a dragon, breathe fire - Ragani."
Ragani is an Aposignis that chose the element of fire to be their domain. While this looks minor, the element of fire comprises many things. It comprises the literal element but it also includes, the fires of war, the fire of ambition, the fire of strong individuals and many more.
Ragani is meant to curtail the fires of Pentos, so that it does not burn reality.
Not including his responsibility, Ragani as an individual is a very serious entity. He takes his job seriously and the creatures that have met him consider him to be very intense.
But this is because Ragani himself is very ambitious and has an unquenchable fire of his own, excluding his complete mastery of fire. He wants others to succeed and become the best version of themselves but within reasonable limits.
He believes that one shouldn't forsake their very character and principles for what mortals and celestials alike believe to be their best.
On this, Ragani takes on a guiding figure for mortals. He has raised many civilizations from the dirt to golden mountains but he has never done so foolishly. But he did do a mistake once.
During his first attempt to raise a civilization, Ragani was admittedly and regretfully impatient. Meeting the Varenzis, a mortal race in the planet Variaden, Ragani chose them to be the race that would unify the planet.
Despite his interest in the enlightenment of civilizations, Ragani had immense responsibility. Because of this, Ragani was careless in teaching the mortals of Variaden. He bestowed weapons, technology, and magic to the Varenzis with carelessness.
Due to this, the Varenzis felt that they were the chosen race and instead of unifying the planet, they instead chose to bend it to their will. The other infant races stood no chance against the Varenzis.
After returning from a celestial hunt, Ragani saw the results of his impatience. Untold cruelties were inflicted by the Varenzis to millions of the other civilizations. When Ragani appeared, he was welcomed by the Varenzis as their god and the other races looked at him with fear and hatred.
Realizing his mistake, Ragani tried to correct the Varenzis but these mortals let their ambition cloud their judgment, believing their magic, power, and technology to be superior to their teacher. The Varenzis lashed out to their original teacher, forgetting that Ragani was the one who taught them. Ragani attempted to reconcile and teach them the error of their ways but the Varenzis was too proud.
Left without much choice, Ragani razed the entire planet to dust, wiping out all signs of the Varenzis civilization. Regretful, Ragani asked for the assistance of Adithar and Taciax in the reincarnation of the billions of dead souls so that they can go to other worlds instead of the stomachs of the hungry celestials. He
Learning from his experience, Ragani promises to be better so that weight of billions can be lifted up by the strength of trillions.
Ragani's Forms
Ragani, being an Aposignae, has multiple bodies. These bodies are his true form, his true avatar, his aspects, mortal forms, and conduits.
True Form
Ragani's true form almost has no mortal likeness. Its appearance has a mortal figure in which it has 4 limbs and a head but even then, it is temporary and can change if needed so that it can fit the situation. His most common appearance is a humanoid-like body with yellow skin that isn't actually skin but is fire. Ragani's true form can summon his primordial dominion.
In his primordial dominion, Ragani's true form becomes a star-melting source of heat that devours everything around him. Due to this, Ragani's true form will almost never be found in a habitable world unless he intends to destroy it.
True Avatar
Ragani's true avatar is his direct and strongest avatar which can act as his proxy while his true body is battling the immensely powerful celestials of Pentos. This body looks mortal in which it has tanned skin, form-fitting muscles, and human-like traits. The true avatar still looks terrifying due to their height and obvious presence but magic can be used to hide these. This form is usually enough to completely eradicate non-celestial dangers. Ragani's true avatar can summon his primordial dominion.
In his primordial dominion, Ragani's true avatar becomes slightly similar in form to his true form but still retaining his main attributes.
Aspects
Ragani's aspects are powerful spirits which contain his will but at the same time have enough free will and agency to make choices. These aspects are powerful and still pose a serious threat to their enemies. If needed, Ragani can inject power into an aspect to make it stronger. Aspects cannot summon Ragani's primordial dominion.
In his primordial dominion, aspects gain a large boost of power which makes them immensely more powerful. They also gain traits that make them less mortal-like.
Mortal Form
Ragani's true avatar can either assume a mortal form or create a 100% mortal body so that it can either mingle or interact with the mortals of a world. This form cannot summon Ragani's primordial dominion.
In his primordial dominion, Ragani's mortal form gains a large boost in power, especially when controlling the element of fire.
Conduits
Ragani has met a multitude of mortals in his infinitely long lifespan. Some of these mortals are or were worthy and was given a fraction of Ragani's power. If the conduit is still loyal to Ragani's will, they can choose to lend their body to him. He rarely does this as a mortal body cannot withstand the power of an Aposignis. Conduits cannot summon the might of the primordial dominion. In Ragani's primordial dominion, conduits gain a massive amplification in their control of fire.
Ragani's Primordial Dominion
Ragani's true flame explodes outward, infecting reality with the primordial fire. Once Ragani releases the true flame, he can choose to turn an area into primordial fire with a minimum size of 1 mile to a maximum of an entire planet. This area would be devoured by the primordial fire turning it into a wasteland incapable of supporting life for at least 100 years.
True Form's Power
The CR of Ragani's true form increases to Middle Epic (300,000 XP) while inside his primordial dominion.
If Ragani's true form is inside his dominion, he gains the following bonuses:
- Destroyer of Planets and Stars. In his field, Ragani has absolute control of all his powers and can choose to minimize or magnify them. Whenever Ragani uses an ability, power, or spell that has an area, range, or size, he can choose to magnify its size up to a maximum of 1000 times its original size. If an ability, power, or spell has multiple areas, sizes, or range, Ragani can choose to increase all of them or some of them.
- Immortal Fire Source. At the start of his turn, Ragani gains 5 charges of Immortal Fire.
- Power Absolute. Ragani ignores fire resistance and turns fire immunity into resistance.
- Trueflame Weapons. Ragani's weapon attacks are magical. When Ragani uses any weapon, the weapon deals an extra 14d8 fire damage (included in the attack).
- True Master of Fire Magic. When Ragani rolls damage for a spell he casts, he can treat any 1, 2, or 3 on a damage die as a 4.
True Form's Lair Actions
On initiative count 20 (losing ties), Ragani can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
- Ragani can create large concentrations of hot energy on four points within his primordial dominion, creating a 30-foot radius of pure destructive energy. Each creature within that area must succeed on a DC 25 Constitution saving throw, taking 35 (10d6) fire damage and gain two levels of exhaustion on a failed save, or half as much damage and gain one level of exhaustion on a successful one.
- Ragani infuses himself with the raw power of the primordial fire. He regenerates 100 hit points and gains 10 charges of Immortal Fire.
- Ragani conjures millions of darts of power. He then chooses a number of creatures that is within his primordial dominion. Each target creature takes 150 fire damage.
- Ragani awakens the primordial fire, creating a minor fire celesial that fills a 50-foot cube inside the primordial dominion's area. The minor celestial obeys any commands that he issues to it. The minor fire celestial remain as long as the primordial dominion is active, until Ragani dies, or until he dismisses them as a bonus action.
Dying Star
When Ragani is inside his primordial dominion, using his Mythic trait, Life Giving Fire, and has lower than 500 hit points, he gains the following action.
- Dying Star (1/Day). Ragani immediately shatters his greatsword, releasing an immensely powerful gathering of energy. Ragani loses the ability to attack with his greatsword and the ablity to teleport. He gains 500 temporary hit points. At the start of the next round, Ragani starts to gather the primordial fire around him for 3 rounds. All creatures within 1000 feet of Ragani cannot move or travel using teleportation, extradimensional, or interplanar means. At the end of the 3rd round, he releases a powerful and immensely devastating blast of power around him with a minimum size of a 1000 foot sphere radius with him as the center or a maximum size up to the primordial dominion's size. All creatures within the range must make a DC 25 Constitution saving throw, taking 1000 fire damage on a failed save, or half as much damage on a successful one. This attack ignores resistances and treats immunity as resistance. It acts as a wave of disintegration that destroys all objects and creations of magical force. Items with a rarity of very rare or lower are disintegrated. After this effect, Ragani is reduced to 100 hit points, can no longer use any of his lair actions, legendary actions, or mythic actions. He still retains the bonuses of his primordial dominion.
True Form's Regional Effects
The region containing the primordial dominion by Ragani's true form is warped by his magic, which creates all of the following effects:
- Starlight seems weak and the only source of visible light in this domain is Ragani and his power.
- Immense heat radiates everywhere, burning and destroying everything that is nonmagical.
Flames of Genesis
Ragani's complete mastery of fire and great knowledge of magic allowed him to create a variety of abilities and spells that would prove useful in his campaign against the celestials. All of his hard work and effort eventually culminated into his most powerful spell, an epic level spell called the Flames of Genesis.
Due to his Aposignis nature, Ragani is familiar with the true nature of the universe and how it was created. Interested in imitating at least the raw power of the creation of everything, Ragani created a spell does just that.
This spell is immensely dangerous to use. Because of the nature of the universe, this spell becomes self-sustaining after a while, constantly destroying everything in its area of effect.
Theoretically, this mass of self-sustaining energy, if directed by a powerful enough entity, could be used to create another universe.
Ragani "The True Flame"
Large celestial (Aposignis), lawful good
- Armor Class 25 (natural armor)
- Hit Points 999 (74d10+592)
- Speed 100 ft., fly 300 ft.
STR DEX CON INT WIS CHA 27(+8) 27(+8) 26(+8) 27(+8) 28(+9) 35(+12)
- Saving Throws Str +18, Con +18, Int +18, Wis +19, Cha +22
- Skills Perception +29, Arcana +18, History +28, Insight +19, Intimidation +19, Religion +28
- Damage Immunities cold, fire, necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons and magical weapons that has a rarity of rare or below
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, blinded
- Senses truesight 300 ft., passive Perception 39
- Languages All, telepathy 300 ft.
- Challenge Low Epic (+10 Proficiency Bonus; 200,000 XP)
Life Giving Fire (Mythic Trait: Recharges after a Short or Long Rest). If Ragani is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 999 hit points and his Living Star Aura's range is increased to 120 feet of him and its damage is increased by 28 (8d6) fire damage. His Starfire Touch's damage is increased by 28 (8d6) fire damage. In addition, he immediately gains 20 charges for his Immortal Fire feature.
Cosmic Awareness. Ragani knows if he hears a lie.
Cosmic Paragon. When rolling for initiative, Ragani rolls twice, taking two turns based on the results. If his rolls would result in taking 2 consecutive turns, he rolls again.
Fire Absorption. Whenever Ragani is subjected to fire damage, he takes no damage and instead regains a number of Hit Points equal to the fire damage dealt.
Starwalker. Ragani is aware of the location of any magical or mundane fires or flames within 1 mile of him. As part of his movement, he can enter any source of fire that he can reach and exit out of any other source of fire within 1 mile of the fire he entered. Ragani can spend 1 minute to focus on this feature, multiplying the effect by a factor of 10 for each minute he concentrates.
Living Star Aura. Ragani exudes an immense amount of heat around him. At the start of Ragani's turn, each creature within 60 feet of him takes 42 (12d6) fire damage and must make a DC 30 Constitution saving throw or suffer 1 level of exhaustion. In addition, the heat is so debilitating that it halves the speed of each creature in range.
Innate Spellcasting. Ragani's spellcasting ability is Charisma (spell save DC 30). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel magic (9th level), fireball (9th level), invisibility (self only)
5/day each: fire storm (18d10 fire damage), flame Strike (12d6 fire and radiant damage), immolation, mass cure wounds (9th level), plane shift, searing smite (9th level, 3d6 fire damage per turn), wall of fire (up to 100x the original size)
3/day each: meteor swarm (30d6 bludgeoning and fire damage; ignores the evasion feature and fire resistance), shapechange
1/day each: flame of genesisImmortal Fire. Each time that Ragani takes an action, bonus action, reaction, or legendary action that includes using fire or dealing fire damage, he gains a charge of Immortal Fire, up to a maximum of 20 which powers many of his abilities. He loses all charge of his Immortal Fire after a short or long rest.
Legendary Resistance (5/Day). If Ragani fails a saving throw, he can choose to succeed instead.
Limited Magical Immunity. Unless he wishes to be affected, Ragani is immune to spells of 6th level or lower. He has advantage of saving throws against all other spells and magical effects.
Lord of the Flame. Ragani can innately cast any 7th level spell or lower (spell save DC 30, spell attack +22) that deals fire damage or uses fire in any conceivable way. If the spell has the ability to use multiple damage types, Ragani can only choose the fire damage type. His spellcasting ability is Charisma.
Starfire Touch. Any creature that touches Ragani or hits him with a melee attack while within 10 feet of him takes 42 (12d6) fire damage.
Trueflame Weapons. Ragani's weapon attacks are magical. When Ragani uses any weapon, the weapon deals an extra 10d8 fire damage (included in the attack).
Actions
Multiattack. Ragani makes two Trueflame Greatsword attacks and two Trueflame Darts attacks.
Trueflame Greatsword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 45 (10d8) fire damage.
Trueflame Darts. Ragani conjures ten glowing darts of trueflame. Each dart hits a creature of his choice that he can see within 300 feet of him. A trueflame dart deals 5 fire damage to its target. The darts all strike simultaneously and Ragani can direct them to hit one creature or several.
Infusion of Primordial Life. Ragani touches another creature. The target magically regains 100 (20d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or disease. In addition, Ragani can choose to regenerate a lost limb instead of healing his target. If the target has only been dead for 1 minute, this ability can also act similar to the true resurrection spell.
Re-ignition (1 or More Immortal Fire Charges). Ragani heals himself for 10 hit points for each charge spent.
Touch of the Sun (10 Immortal Fire Charges). Ragani imbues his touch with the destructive capabilities of a star which lasts until the start of his next turn. During the duration, any creature or object he physically touches takes 105 (30d6) fire damage. If this damage reduces the target to 0 Hit Points, it is disintegrated. This power automatically disintegrates a gargantuan or smaller nonmagical object or a Creation of magical force. If the target is larger than a gargantuan object or Creation of force, this power disintegrates a 50-foot-cube portion of it. In addition, Ragani can choose to disintegrate any magical item with a rarity of very rare or lower with this effect.
Supernova (20 Immortal Fire Charges; Recharge 6). Ragani gathers all of the collected power within him to generate an explosion of pure energy. An explosion radiates from Ragani and he can choose its size with a minimum of 30 feet around him up to a maximum of 1,000 feet around him. Each creature in that area must make a DC 30 Constitution saving throw, taking 140 (40d6) fire damage on a failed save, or half as much damage on a successful one. This power ignores fire resistance. If this damage reduces the target to 0 Hit Points, it is disintegrated, following the same rules as the Touch of the Sun Action.
Bonus Action
Explosion Grip. Ragani creates a huge hand made out of fire to make a melee attack toward a creature within 100 feet of him. If it hits, the creature is grappled (escape DC 26). If the creature is grappled, Ragani deals 35 (10d6) fire damage to it. Ragani can only grapple one creature at a time using this ability. Using this ability, Ragani can still move and attack freely despite grappling another creature. When Ragani moves, the grappled creature stays within 30 feet of him. In addition, he can use a bonus action to release a powerful burst of energy from that grip dealing 35 (10d6) fire damage to the grappled target.
Pure Trueflame (6 Immortal Fire Charges). When Ragani uses the Trueflame Darts action, he can imbue the trueflame darts with a weakening effect. Each creature hit by a Trueflame Dart must make a DC 30 Charisma saving throw or become vulnerable to fire damage until the start of their next turn. Immunity is turned to resistance and resistance disappears.
Curtain of Trueflame (15 Immortal Fire Charges). Ragani summons thousands of darts of pure fire. He then chooses a number of creatures, structures, or objects that is within 300 feet of him. Each target takes 50 fire damage.
Reaction
Fire Absorption. Whenever Ragani is aware of any effect that deals fire damage or makes us of fire, he can use his reaction to snuff it out immediately, cancelling its effects. If the effect is meant to deal damage, Ragani gains 1 charge of Immortal Fire for each 20 points of fire damage.
Scorching Repulsion (3 Immortal Fire Charges). When a creature enters 10 feet of Ragani, he can release a burst of heat in a 30-foot radius around him. Each creature within range must make a DC 30 Strength saving throw or be knocked back 30 feet away.
Legendary Actions
Ragani can take 5 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. Ragani regains spent legendary actions at the start of his turn.
Teleport. Ragani magically teleports, along with any equipment he is wearing or carrying, up to 1000 feet to an unoccupied space he is aware of.
Greatsword (Costs 2 Actions). Ragani makes a trueflame greatsword attack.
Flame Burst (Costs 3 Actions). Ragani emits magical fire. Each creature of his choice in a 10-foot radius within 60 feet of him must succeed a DC 30 Dexterity saving throw, taking 49 (14d6) fire damage and be knocked prone on a failed save, or half as much damage on a successful one.
Burning Blast (Costs 4 Actions). Ragani releases a powerful burst of fire in a 200 foot cone in front of him. Each creature in that area must succeed on a DC 30 Dexterity saving throw or take 70 (20d6) fire damage on a failed save or half as much damage on a successful save.
Mythic Actions
If Ragani's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Life Giving Fire.
Life Giving Fire. Ragani regenerates 30 hit points and gains 5 charges of Immortal Fire.
Fire Mastery (Costs 2 Actions). Ragani casts a spell that he can cast.
Fiery Blade (Costs 3 Actions). Ragani makes two attacks with his Trueflame Greatsword.
Star Core (Costs 4 Actions). Ragani creates a hovering star core adjacent to him. The star core has 20 AC, 50 hit points, fly speed of 30 feet, resistance to bludgeoning, piercing and slashing damage, and immunity to fire, poison and psychic damage. For star core that is active, Ragani reduces any damage he takes by 5. In addition, at the start of Ragani's turn, each creature within 60 feet of the molten core takes damage according to Ragani's Living Star Aura. In addition, at the start of Ragani's turn, each star core can immediately cast a 5th level spell or lower that Ragani can cast and choosing a target according to Ragani's wishes. The Star Cores crumble to dust when Ragani stops using Life Giving Fire.
True Avatar's Power
The CR of Ragani's true Avatar increases to 30 (155,000 XP) while inside his primordial dominion.
If Ragani's true avatar is inside his dominion, he gains the following bonuses:
- Immortal Fire Source. At the start of his turn, Ragani gains 3 charges of Immortal Fire.
- Power Absolute. Ragani ignores fire resistance and turns fire immunity into resistance.
- Trueflame Weapons. Ragani's weapon attacks are magical. When Ragani uses any weapon, the weapon deals an extra 8d8 fire damage (included in the attack).
- True Master of Fire Magic. When Ragani rolls damage for a spell he casts, he can treat any 1 on a damage die as a 2.
True Avatar's Lair Actions
On initiative count 20 (losing ties), Ragani can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
- The burning winds of the primordial dominion start to condense on a point Ragani can see within 150 feet of him, creating a 10 foot radius of burning wind around that point. Each creature in that area of the condensed burning wind must succeed on a DC 21 Constitution saving throw, taking 21 (6d6) fire damage and gain one level of exhaustion on a failed save, or half as much damage and not gain one level of exhaustion on a successful one.
- Ragani calls upon the power of the True Flame to heal himself. He regenerates 25 hit points and gains 5 charges of Immortal Fire.
- Ragani uses the True Flame to awaken sleeping power. He immediately casts the conjure elemental as a 9th level spell. He can only summon a fire elemental. He does not have to concentrate on the spell and the fire elemental is still completely loyal to him.
The Avatar's Final Defenses
When Ragani is inside his primordial dominion, using his Mythic trait, Trueflame Avatar, and has lower than 100 hit points, he gains the following traits.
- Last Stand. If Ragani drops to 0 Hit Points and doesn't die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 4. When he finishes a short or Long Rest, the DC resets to 10.
- Progenitor of the Phoenix (1/Day). Ragani's curious nature once gave birth to the phoenix, the entity that represents the concept of rebirth. When Ragani drops to 0 hit points, dies, or disintegrated, his body instantly reforms, regaining 310 hit points.
True Avatar's Regional Effects
The region containing the primordial dominion by Ragani's true avatar is warped by his magic, which creates all of the following effects:
- An increase on temperature based on Ragani's goal which can range from a small increase to a permanent drought.
- Fire-based spells seem to be stronger in this environment.
Ragani "Avatar of the True Flame"
Large celestial (Aposignis Avatar), lawful good
- Armor Class 20 (natural armor)
- Hit Points 310 (23d10 + 184)
- Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA 24(+7) 24(+7) 26(+8) 25(+7) 25(+7) 30(+10)
- Saving Throws Con +16, Int +15, Wis +15, Cha +18
- Skills Perception +23, Arcana +15, History +23, Insight +15, Intimidation +15, Religion +23
- Damage Resistances cold
- Damage Immunities fire, necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, blinded
- Senses truesight 120 ft., passive Perception 33
- Languages All, telepathy 120 ft.
- Challenge 28 (120,000 XP)
Trueflame Avatar (Mythic Trait: Recharges after a Short or Long Rest). If Ragani is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 310 hit points and his heat aura's range is increased to 60 feet of him and its damage is increased by 7 (2d6) fire damage.
Cosmic Awareness. Ragani knows if he hears a lie.
Cosmic Paragon. When rolling for initiative, Ragani rolls twice, taking two turns based on the results. If his rolls would result in taking 2 consecutive turns, he rolls again.
Flamewalker. Ragani is aware of the location of any magical or mundane fires or flames within a mile of him. As part of his movement, he can enter any source of fire that he can reach and exit out of any other source of fire within 1 mile of the fire he entered.
Fire Absorption. Whenever Ragani is subjected to fire damage, he takes no damage and instead regains a number of Hit Points equal to the fire damage dealt.
Heat Aura. Ragani exudes an immense amount of heat 30 ft. around him that he can control. This effect is naturally at level 0 but Ragani can choose to increase or decrease this level by 1 by using a bonus action. Alternatively, Ragani can use an action to increase or decrease this level by 2.
Level 0: No change to temperature.
Level 1: A slight increase to the temperature. At the start of Ragani's turn, each creature within range takes 1 fire damage.
Level 2: A noticeable increase to the temperature. At the start of Ragani's turn, each creature within range takes 7 (2d6) fire damage.
Level 3: A large increase to the temperature. At the start of Ragani's turn, each creature within range takes 14 (4d6) fire damage.Innate Spellcasting. Ragani's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel magic (5th level), fireball (5th level), invisibility (self only)
3/day each: fire storm (10d10 fire damage), flame Strike (7d6 fire and radiant damage), immolation, mass cure wounds (8th level), plane shift, searing smite (6th level, 2d6 fire damage per turn), wall of fire (up to 10x the original size)
1/day each: meteor swarm (ignores the evasion feature and fire resistance), shapechangeImmortal Fire. Each time that Ragani takes an action, bonus action, reaction, or legendary action that includes using fire or dealing fire damage, he gains a charge of Immortal Fire, up to a maximum of 10 which powers many of his abilities. He loses all charge of his Immortal Fire after a short or long rest.
Legendary Resistance (3/Day). If Ragani fails a saving throw, he can choose to succeed instead.
Lord of the Flame. Ragani can innately cast any 5th level spell or lower (spell save DC 26, spell attack +18) that deals fire damage or uses fire in any conceivable way. If the spell has the ability to use multiple damage types, Ragani can only choose the fire damage type. His spellcasting ability is Charisma.
Magic Resistance. Ragani has advantage on saving throws against spells and other magical effects.
Molten Touch. If Ragani's heat aura is level 3, any creature that touches or hits him with a melee attack while within 5 feet of him takes 14 (4d6) fire damage.
Trueflame Weapons. Ragani's weapon attacks are magical. When Ragani uses any weapon, the weapon deals an extra 6d8 fire damage (included in the attack).
Actions
Multiattack. Ragani makes two Trueflame Greatsword attacks and two Trueflame Darts attacks.
Trueflame Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) fire damage.
Trueflame Slaying Greatbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 27 (6d8) fire damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 20 Constitution saving throw or die.
Trueflame Darts. Ragani create six glowing darts of trueflame. Each dart hits a creature of his choice that he can see within 150 feet of him. A trueflame dart deals 5 fire damage to its target. The darts all strike simultaneously and Ragani can direct them to hit one creature or several.
Touch of Creation. Ragani touches another creature. The target magically regains 50 (10d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or disease. Alternatively, Ragani can choose to regenerate a lost limb instead of healing his target.
Re-ignition (1 or More Immortal Fire Charges). Ragani heals himself for 5 (1d10) hit points for each charge spent.
Touch of the Sun (10 Immortal Fire Charges). Ragani imbues his touch with the destructive capabilities of a star which lasts until the start of his next turn. During the duration, any creature or object he physically touches takes 70 (20d6) fire damage. If this damage reduces the target to 0 Hit Points, it is disintegrated. This power automatically disintegrates a gargantuan or smaller nonmagical object or a Creation of magical force. If the target is larger than a gargantuan object or Creation of force, this power disintegrates a 50-foot-cube portion of it. In addition, Ragani can choose to disintegrate any magical item with a rarity of very rare or lower with this effect.
Bonus Action
Explosion Grip. Ragani creates a huge hand made out of fire to make a melee attack toward a creature within 20 feet of him. If it hits, the creature is grappled (escape DC 23). If the creature is grappled, Ragani deals 28 (8d6) fire damage to it. Ragani can only grapple one creature at a time using this ability. Using this ability, Ragani can still move and attack freely despite grappling another creature. When Ragani moves, the grappled creature stays within 30 feet of him. In addition, he can use a bonus action to release a powerful burst of energy from that grip dealing 28 (8d6) fire damage to the grappled target.
Pure Trueflame (6 Immortal Fire Charges). When Ragani uses the Trueflame Darts action, he can imbue the trueflame darts with a weakening effect. Each creature hit by a Trueflame Dart must make a DC 26 Charisma saving throw or become vulnerable to fire damage until the start of their next turn. Immunity is turned to resistance and resistance disappears.
Reaction
Scorching Repulsion (3 Immortal Fire Charges). When a creature enters 10 feet of Ragani, he can release a burst of heat in a 10-foot radius around him. Each creature within range must make a DC 26 Strength saving throw or be knocked back 10 feet away.
Legendary Actions
Ragani can take 4 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. Ragani regains spent legendary actions at the start of his turn.
Teleport. Ragani magically teleports, along with any equipment he is wearing or carrying, up to 150 feet to an unoccupied space he can see.
Greatsword (Costs 2 Actions). Ragani makes a trueflame greatsword attack.
Flame Burst (Costs 3 Actions). Ragani emits magical fire. Each creature of his choice in a 10-foot radius within 60 feet of him must succeed a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage and be knocked prone on a failed save, or half as much damage on a successful one.
Burning Blast (Costs 4 Actions). Ragani releases a powerful burst of fire in a 200 foot cone in front of him. Each creature in that area must succeed on a DC 26 Dexterity saving throw or take 42 (12d6) fire damage on a failed save or half as much damage on a successful save.
Mythic Actions
If Ragani's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Trueflame Avatar.
Incinerate (Costs 2 Actions). Ragani casts fireball.
Fiery Blade (Costs 3 Actions). Ragani makes two attacks with his Trueflame Greatsword.
Molten Core (Costs 4 Actions). Ragani creates a hovering molten core adjacent to him. The molten core has 10 AC, 25 hit points, fly speed of 20 feet, resistance to bludgeoning, piercing and slashing damage, and immunity to fire, poison and psychic damage. For every molten core that is active, Ragani reduces any damage he takes by 5. In addition, at the start of Ragani's turn, each creature within 60 feet of the molten core takes damage according to Ragani's Heat Aura. The Molten Cores crumble to dust when Ragani stops using The Hottest Fire.
Aspects of the True Flame
Ragani's true form is responsible for hunting down celestials while his avatar is responsible for visiting, conquering, and raising worlds. The avatar is more than capable of ruling multiple worlds, as they are able to create portals and instantly close planetary distances. But there are times that the avatar must give more focus to certain planets or areas. This is where an aspect comes in.
Drawing power from his true source, Ragani's avatar can create an aspect, a fragment of Ragani that's made for a purpose whether it be giving forward a message or to be a destroyer.
Dalari Ganatia "The Molten Guardian"
A humanoid avatar with black as coal skin and eyes that shine like lava, Dalari Ganatia is Ragani's most prolific, influential, and famous aspect.
Despite his terrifying appearance, Dalari is a very jolly and happy individual. Most people first notice his monstrous appearance but that's quickly replaced by Dalari's infectious optimism.
When Ragani finishes raising a civilization, he goes on to travel to other parts of the world or to a completely new world but to avoid what happened in Variaden, he leaves an aspect of him to stealthily monitor the world. Dalari's main responsibility is to blend in with the mortals of the world and observe it as it grows and matures without the guidance of Ragani.
To do this, Dalari changes his appearance so that he doesn't garner any suspicion. In addition to his responsibility, Dalari is also powerful and can dispose of most mundane enemies without much issues. If needed, he can take on the responsibility of Ragani and destroy evil organizations, radical cults, and malevolent gods.
Foita Ginis "The Young Messiah"
While Ragani's avatar is meant to be in touch with humanity, his immensely great power sometimes separates him from the majority of mortals. Not wanting to separate himself from mortalhood, Ragani created Foita, an almost mortal aspect.
While Foita is weak in the heirarchy of celestials, she is still quite powerful compared to most mortals but this power is not overtly noticeable, allowing her to easily integrate in mortal societies. Able to shift her form to any image, Foita can easily become part of a society, slowly teaching them and enlightening them from the inside.
Other than being in touch with mortals, the main responsibility of Foita is to enter immensely zealous, religious or rigid societies and slowly break down their usually dangerous or harmful ideologies by introducing more compatible or proactive practices. In the most simple of terms, Foita helps a civilization become better than its previous self by slowly changing it from the inside by creating organizations that can generate propaganda, manipulate news, and eventually topple evil governments and cruel regimes.
Sogan Bachari "The Living Meteor"
There are times that Ragani's teachings or Foita's secret lessons are not enough. This might be due to the manipulation of great evils, terrestrial gods, or even mighty celestials but there are times that Ragani's teachings do not last even if Dalari is there to guide them. And there are times that Foita's plans are foiled or defeated by some greater evil.
During such events, the aspects will assist each other in trying to assist the planet in changing for the better but if the planet turns for the worse, they call upon Sogan, the strongest aspect of Ragani, only weaker than Ragani's true avatar.
Sogan is a giant creature of cosmic power, fire, and metal. With the singular purpose to destroy, Sogan is immensely powerful. To counteract this, Ragani will almost never use him but in the case that needs to use him, Sogan is very effective.
Carrying a gigantic mace, Sogan is talented in destroying large structures and eventually if needed, he can destroy large swathes of land if needed.
Other Aspects
Dalari, Foita, and Sogan are relatively famous and influential aspects of Ragani but in truth, there are thousands of other aspects, fulfilling different responsibilities and actions, albeit not as major as these three.
The following are other aspects that fulfill a role, however minor it is:
- Agretos Uglon. A freeform aspect that undermines harmful religions by becoming part of said religion, slowly converting their members back to normalcy. They are an Ember Aspect.
- Baltax Derick. A celestial soldier aspect that can be called upon to wipe out armies or slay a powerful evil. They are a Nova Aspect.
- Elane Zoufrax. An elven aspect that regularly acts as a power mediator to the immortal elven-like humanoids of the many worlds in Pentos. She is a Nova Aspect.
- Johann Eleceed. A human aspect that has protected early human civilizations in the different worlds of Pentos. He is an Ember Aspect.
- Marren Exica. A human aspect that acts as Foita's direct assistant in her plans and tasks. He also acts as a bodyguard. He is a Nova Aspect.
- Tal En Terux. A reptile humanoid aspect that has visited worlds with the majority of mortals being reptiles. His mind is capable of understanding how reptile humanoids think. He is a Flame Aspect.
- Yudroick Flameforge. A dwarven aspect that knows how to smith weapons and have enlightened many primitive dwarves across Pentos. He is a Flame Aspect.
- Zalt Immun. A freeform aspect that enters governmental positions in multiple worlds, usually taking multiple influential positions before using his power to better the world. They are an Ember Aspect.
Dalari Ganatia "The Molten Guardian"
Medium celestial (Aposignis Aspect), neutral good
- Armor Class 18 (plate)
- Hit Points 189 (18d8 + 108)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18(+4) 13(+1) 23(+6) 16(+3) 19(+4) 20(+5)
- Saving Throws Str +9, Con +11, Cha +10
- Skills Perception +14, Arcana +13, History +8, Insight +9, Intimidation +15, Religion +13
- Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Damage Immunities fire, poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 24
- Languages All, telepathy 120 ft.
- Challenge 13 (10,000 XP)
Flamewalker. As part of his movement, Dalari can enter any source of fire that he can reach and exit out of any other source of fire within 100 feet of the fire he entered.
Innate Spellcasting. Dalari's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel magic
3/day each: commune (contacts Ragani's True Avatar), fireball (5th level), invisibility (self only)
1/day each: fire stormMagic Resistance. Dalari has advantage on saving throws against spells and other magical effects.
Magic Weapons. Dalari's weapon attacks are magical.
Will of Fire (1/Day). Dalari conjures two coal infused wings behind him, giving him a flying speed of 90 feet that lasts for 1 minute.
Actions
Multiattack. Dalari makes two attacks with his Molten Mace and three flame dart attacks.
Molten Mace. Melee Weapon Attack: +9 hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) fire damage.
Flame Darts. Dalari conjures three fiery darts. Each dart hits a creature of his choice that he can see within 60 feet of him. A flame dart deals 3 (1d4 + 1) fire damage to its target. The darts all strike simultaneously and Dalari can direct them to hit one creature or several.
Change Shape. Dalari magically polymorphs into a Humanoid or beast that has a Challenge rating equal to or less than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Dalari's choice).
In a new form, Dalari retains his game Statistics and ability to speak, but his AC, Movement modes, Strength, Dexterity, and Special Senses are replaced by those of the new form, and he gains any Statistics and capabilities (except class Features, legendary actions, and lair actions) that the new form has but that he lacks.
Fragmented Touch of Creation (5/Day). Dalari touches another creature. The target magically regains 20 (4d8 + 2) Hit Points and is freed from any curse, disease, poison, blindness, or deafness.
Reactions
Obsidian Body. Dalari adds 3 to his AC against one melee or ranged attack that would hit him. To do so, he must see the attacker.
Foita Ginis
Medium celestial (Aposignis Aspect), chaotic good
- Armor Class 17 (studded leather)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14(+2) 21(+5) 18(+4) 20(+5) 17(+3) 20(+5)
- Saving Throws Dex +8, Wis +6, Cha +8
- Skills Perception +9, Acrobatics +11, Arcana +11, Deception +11, History +11, Insight +9, Intimidation +11, Religion +11, Stealth +11
- Damage Resistances cold
- Damage Immunities fire, poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 19
- Languages All, telepathy 120 ft.
- Challenge 8 (3,900 XP)
Evasion. If Foita is subjected to an Effect that allows her to make a Dexterity saving throw to take only half damage, Foita instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Flamewalker. As part of her movement, Foita can enter any source of fire that she can reach and exit out of any other source of fire within 100 feet of the fire she entered.
Innate Spellcasting. Foita's spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel magic
3/day each: commune (contacts Ragani's True Avatar), fireball, invisibility (self only)Sneak Attack (1/Turn). Foita deals an extra 14 (4d6) damage when she hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of Foita that isn't incapacitated and Foita doesn't have disadvantage on the Attack roll.
Actions
Multiattack. Foita makes two Crimson Stilleto attacks. Foita can replace one or both of her Crimson Stiletto attacks for a Flame Dart attack.
Crimson Stiletto. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 8 (1d6 + 5) piercing damage plus 14 (4d6) fire damage.
Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit 8 (1d6 + 5) piercing damage plus 24 (7d6) poison damage.
Flame Darts. Foita conjures three fiery darts. Each dart hits a creature of her choice that she can see within 60 feet of her. A flame dart deals 3 (1d4 + 1) fire damage to its target. The darts all strike simultaneously and Foita can direct them to hit one creature or several.
Change Shape. Foita magically polymorphs into a Humanoid or beast that has a Challenge rating equal to or less than her own, or back into her true form. She reverts to his true form if she dies. Any Equipment she is wearing or carrying is absorbed or borne by the new form (Foita's choice). In a new form, Foita retains her game Statistics and ability to speak, but her AC, Movement modes, Strength, Dexterity, and Special Senses are replaced by those of the new form, and she gains any Statistics and capabilities (except class Features, legendary actions, and lair actions) that the new form has but that she lacks.
Reactions
Magic Release: Explosive Stiletto. If Foita hits a target with her Crimson Stiletto attack, she can choose to activate the magic within it, causing the stiletto to explode. In addition to the damage dealt by the weapon, the creature takes an extra 14 (4d6) fire damage.
Counter. Foita adds 3 to her AC against one melee Attack that would hit her. To do so, Foita must see the attacker. In addition, she immediately makes a Crimson Stiletto attack toward the attacker.
Art Credit
Sogan Bachari "The Living Meteor"
Gargantuan celestial (Aposignis Avatar), lawful neutral
- Armor Class 18 (natural armor)
- Hit Points 312 (16d20 + 144)
- Speed 60 ft.
STR DEX CON INT WIS CHA 25(+7) 10(+0) 28(+9) 16(+3) 10(+0) 25(+7)
- Saving Throws Str +14, Int +20, Wis +7, Cha +14
- Skills Perception +14, Insight +7, Intimidation +21
- Damage Resistances cold
- Damage Immunities fire, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, blinded
- Senses truesight 120 ft., passive Perception 24
- Languages All, telepathy 120 ft.
- Challenge 21 (33,000 XP)
Innate Spellcasting. Sogan's spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:
At will: fireball
3/day each: delayed blast fireball, fire storm, flame strike, wall of fire (up to 10x the original size)
1/day each: earthquakeMagic Resistance. Sogan has advantage on saving throws against spells and other magical effects.
Magic Weapons. Sogan's weapon attacks are magical.
Spell Artillery. When casting a spell, its range and size are tripled. If a spell has multiple sizes to consider, all of them are tripled. Objects and structures take maximum damage.
Siege Monster. Sogan deals double damage to objects and structures.
Stampede. When Sogan moves, each creature within 20 feet of him must make a DC 22 Strength saving throw or be knocked prone.
Undying. When Sogan is reduced to 0 hit points, he enters a hibernation state for 7 days. After the duration, he awakens with all of his hit points.
Unstoppable Machine. When Sogan is incapacitated, restrained, stunned, or in any way unable to move, he can spend an action to remove the effect. If he is unable to take an action, he instead uses his reaction.
Actions
The Living Meteor. Sogan slams down his mace, The Living Meteor, in a point within 20 feet of him. Each creature in a 20-foot radius centered on that point must make a DC 22 Dexterity saving throw. A target takes 42 (12d6) magical bludgeoning damage and be knocked prone on a failed save, or half as much damage on a successful one. Each creature outside of this radius, up to a maximum of 100 feet around the point where the mace strikes, must also make a DC 22 Dexterity saving throw. A target takes 28 (8d6) thunder damage and be knocked back 50 feet on a failed save, or half as much damage on a successful one.
Curtain of Fire. Sogan summons thousands of darts of pure fire. He then chooses a number of creatures, structures, or objects that is within 300 feet of him. Each target takes 50 fire damage.
Legendary Actions
Sogan 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. Sogan regains spent legendary actions at the start of his turn.
Move. Sogan moves up to his speed.
Destruction (Costs 2 Actions). Sogan casts fireball
Meteoric Landing
When Sogan is summoned to a world, he appears as a bright ball of light in the sky which then quickly falls down on the world, acting as an incoming meteor. Wherever point he falls, each creature in a 100 foot radius of that point must make a DC 22 Dexterity saving throw, taking 70 (20d6) bludgeoning damage and 70 (20d6) fire damage on a failed save or half as much on a successful one.
Ember Aspect
Medium celestial (Aposignis Aspect), neutral good
- Armor Class 16 (natural armor)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15(+2) 17(+3) 17(+3) 19(+4) 16(+3) 18(+4)
- Saving Throws Str +5, Con +6, Cha +7
- Skills Perception +9
- Damage Resistances cold
- Damage Immunities fire, poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 19
- Languages All
- Challenge 6 (2,300 XP)
Flamewalker. As part of its movement, the Ember Aspect can enter any source of fire that it can reach and exit out of any other source of fire within 100 feet of the fire it entered.
Innate Spellcasting. The Ember Aspect's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel magic
1/day each: commune (contacts Ragani's True Avatar), fireball, invisibility (self only)Actions
Multiattack. The Ember Aspect makes two Flame Manifest attacks or two Flame Darts attacks.
Flame Manifest. Melee Spell Attack: +7 to hit, Reach 10 ft., one target. Hit: 21 (6d6) fire damage.
Flame Darts. The Ember Aspect conjures three fiery darts. Each dart hits a creature of its choice that it can see within 60 feet of it. A flame dart deals 3 (1d4 + 1) fire damage to its target. The darts all strike simultaneously and it can direct them to hit one creature or several.
Change Shape. The Ember Aspect magically polymorphs into a Humanoid or beast that has a Challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the aspect's choice). In a new form, the ember aspect retains its game Statistics and ability to speak, but her AC, Movement modes, Strength, Dexterity, and Special Senses are replaced by those of the new form, and it gains any Statistics and capabilities (except class Features, legendary actions, and lair actions) that the new form has but that it lacks.
Ember Aspect
Ember aspects are minor fragments of Ragani's power which tend to focus on subterfuge and infiltration rather than outright combat or interacting with the masses.
The following are a few templates that can be applied to the Ember Aspect, raising its CR if necessary.
Negotiator or Torturer
Skills: The Aspect gains expertise in Deception, Insight, Intimidation, and Persuasion.
Ability Scores: The Aspect's Strength and Charisma is 16 and 20, respectively.
Trait: Innate Spellcasting. The Negotiator Aspect can cast the spells charm person and command three times a day.
Trait: Necessary Evil. When the Negotiator Aspect is grappling a creature, as an action, it can target important points in the grappled creature's body, forcing them to make a DC 14 Constitution saving throw or be blinded, deafened, or poisoned (Aspect's choice) on a failed save.
Assassin or Infiltrator.
Armor Class: The Ember Assassin Aspect's AC is 17.
Saving Throws: The Ember Assassin Aspect replaces their Strength and Constitution saving throws to Dexterity and Wisdom.
Skills: The Aspect gains expertise in Acrobatics, Deception, and Stealth.
Senses: The Aspect replaces their darkvision with truesight with a range of 120 feet.
Ability Scores: The Aspect's Strength and Dexterity is 16 and 19, respectively.
Trait: Sneak Attack (1/Turn). The Ember Assassin Aspect deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the Ember Assassin Aspect that isn't incapacitated and the Ember Aspect doesn't have disadvantage on the attack roll.
Challenge Rating. The Ember Assassin Aspect's CR increases to 7 (2,900 XP)
Duelist or Soldier
Hit Points: The Aspect's Hit Points is 102 (12d8 + 48).
Skills: The Aspect gains proficiency in Athletics and Acrobatics.
Ability Scores: The Aspect's Strength and Constitution is 18 and 18, respectively.
Action: Multiattackc: The Ember Duelist Aspect makes three Ember Weapon attacks or three Flame Dart attacks.
Action: Ember Weapon: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) plus 14 (4d6) fire damage.
Reaction: Counter: The Ember Duelist Aspects adds 3 to its AC against one melee Attack that would hit it. To do so, the Ember Duelist Aspect must see the attacker. In addition, it immediately makes a weapon attack toward the attacker.
Challenge Rating. The Ember Duelist Aspect's CR increases to 8 (3,900 XP)
Flame Aspect
Medium celestial (Aposiginis Aspect), neutral good
- Armor Class 18 (natural armor)
- Hit Points 190 (20d8 + 100)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 18(+4) 19(+4) 20(+5) 19(+4) 17(+3) 20(+5)
- Saving Throws Str +8, Con +9, Cha +9
- Skills Perception +11
- Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Damage Immunities fire, poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 21
- Languages All, telepathy 120 ft.
- Challenge 12 (8,400 XP)
Flamewalker. As part of its movement, the Flame Aspect can enter any source of fire that it can reach and exit out of any other source of fire within 100 feet of the fire it entered.
Innate Spellcasting. The Flame Aspect's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel magic
3/day each: commune (contacts Ragani's True Avatar), fireball, invisibility (self only)
1/day each: conjure minor elementals (fire-based elemental only), fire stormActions
Multiattack. The Flame Aspect makes two Molten Weapon Attacks and two Flame Darts attacks.
Molten Weapon. Melee Weaponm Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning, piercing, or slashing damage (Aspect's choice) plus 14 (4d6) fire damage.
Flame Darts. The Flame Aspect conjures three fiery darts. Each dart hits a creature of its choice that it can see within 60 feet of it. A flame dart deals 3 (1d4 + 1) fire damage to its target. The darts all strike simultaneously and it can direct them to hit one creature or several.
Change Shape. The Ember Aspect magically polymorphs into a Humanoid or beast that has a Challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the aspect's choice).
In a new form, the ember aspect retains its game Statistics and ability to speak, but her AC, Movement modes, Strength, Dexterity, and Special Senses are replaced by those of the new form, and it gains any Statistics and capabilities (except class Features, legendary actions, and lair actions) that the new form has but that it lacks.
Fragmented Touch of Creation (3/Day). The Flame Aspect touches another creature. The target magically regains 20 (4d8 + 2) Hit Points and is freed from any curse, disease, poison, blindness, or deafness.
Flame Aspect
The most abundant type of aspects that Ragani has, Flame Aspects fulfill a variety of roles, ranging from soldiers, fighters, to leaders and commanders. The following are a few templates that can be applied to the Flame Aspect, raising its CR if necessary.
General in the Mortal World
Armor Class: The Flame General Aspect's AC is 20.
Skills: The Flame General Aspect gains proficiency in Intimidation, Insight, and Persuasion.
Ability Scores: The Flame General Aspect's Strength is 22.
Trait: Leadership (recharges after a short or long rest). For 1 minute, the Flame General Aspect can utter a special command or warning whenever an ally that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Flame General Aspect. A creature can benefit from only one Leadership die at a time. This effect ends if the Flame General Aspect is incapacitated.
Reaction: Sacrificial Leader. If the Flame General Aspect sees an ally within 30 feet of it get hit, he can instead take the damage.
Challenge Rating. The Flame General Aspect's CR increases to 13 (10,000 XP)
Slayer
Skills: The Flame General Aspect gains proficiency in Acrobatics and Athletics
Ability Scores: The Flame Slayer Aspect's Strength and Dexterity is 20.
Trait: Slayer's Mark (1/Turn). Once per turn, the Flame Slayer Aspect can use a bonus action to choose a creature that it can see within 60 feet of it and mark it for 10 minutes. While the mark is active, the Flame Slayer Aspect deals an extra 14 (4d6) fire damage to the target whenever it hits it with a weapon attack. If the target drops to 0 hit points before this ability ends, it can use a bonus action on a subsequent turn to mark a new creature.
Challenge Rating. The Flame General Aspect's CR increases to 13 (10,000 XP)
Nova Aspect
Large celestial (Aposignis Aspect), chaotic good
- Armor Class 20 (natural armor)
- Hit Points 253 (22d10 + 132)
- Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA 23(+6) 19(+4) 22(+6) 20(+5) 18(+4) 25(+7)
- Saving Throws Str +12, Con +12, Cha +13
- Skills Perception +16
- Damage Resistances cold
- Damage Immunities fire, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception
- Languages All, telepathy 120 ft.
- Challenge 18 (20,000 XP)
Death Burst. When the Nova Aspect dies, it explodes, and each creature within 30 feet of it must make a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable Objects in that area that aren't being worn or carried, and it destroys the Nova Aspect's Weapons.
Flamewalker. As part of its movement, the Nova Aspect can enter any source of fire that it can reach and exit out of any other source of fire within 100 feet of the fire it entered.
Innate Spellcasting. The Flame Aspect's spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel magic, fireball
3/day each: commune (contacts Ragani's True Avatar), conjure elemental (fire elemental only), conjure minor elementals (fire-based elemenal only), invisibility (self only)
1/day each: fire storm, flame strike, wall of fireMagic Resistance. The Nova Aspect has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Nova Aspect's weapon attacks are magical.
Actions
Multiattack. The Nova Aspect makes two Trueflame Weapon Attacks and two Flame Darts attack.
Trueflame Weapon. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 15 (2d8 + 6) bludgeoning, piercing, or slashing damage (Aspect's choice) plus 21 (6d6) fire damage.
Flame Darts. The Nova Aspect conjures six fiery darts. Each dart hits a creature of its choice that it can see within 60 feet of it. A flame dart deals 3 (1d4 + 1) fire damage to its target. The darts all strike simultaneously and it can direct them to hit one creature or several.
Change Shape. The Nova Aspect magically polymorphs into a Humanoid or beast that has a Challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the aspect's choice). In a new form, the Nova Aspect retains its game Statistics and ability to speak, but her AC, Movement modes, Strength, Dexterity, and Special Senses are replaced by those of the new form, and it gains any Statistics and capabilities (except class Features, legendary actions, and lair actions) that the new form has but that it lacks.
Nova Aspect
If the true avatar is the true form's direct connection to mortalhood, the Nova Aspect is the true avatar's direct connection to certain aspects of the mortal world. Carrying a large fragment of Ragani's power, Nova Aspects are immensely powerful aspects that usually have major responsibilities which most of the time include leading people, governments, or organizations.
While some of them are given such tasks, Nova Aspects are strong enough to be specialized into different roles. Some of them are generals for mightly world spanning civilizations while some are specialized, like Sogan.
No matter what, a Nova Aspect is powerful enough that they can usually affect the politics or decisions of an entire country, the world as well if needed. Particularly weak worlds sometimes worship a Nova Aspect as a terrestrial god while strong worlds will respect a Nova Aspect.
Legendary Nova
Skills: The Legendary Nova Aspect gains proficiency in three skills of its choice.
Legendary Actions: The Nova Aspect 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 Nova Aspect regains spent legendary actions at the start of its turn.
- Move. The Legendary Nova Aspect moves up to its speed.
- Firecall (Costs 2 Actions). The Nova Aspect makes a Flame Darts action.
- Burning Blast (Costs 3 Acions). The Nova Aspect releases a powerful burst of fire in a 100 foot cone in front of it. Each creature in that area must succeed on a DC 21 Dexterity saving or take 28 (8d6) fire damage on a failed save or half as much damage on a successful one.
Challenge Rating: The Legendary Nova Aspect's CR increases to 21 (33,000 XP).
Trueflame Conduits
Trueflame conduits are mortals that the aspects, the avatar, or true form have given power. This power is similar to how a patron gives a warlock their power but unlike a warlock which gains a growing type of power, conduits are limited by the one who gave them their power.
Conduits use Charisma as their spellcasting ability.
Ember Conduit
Only Flame Aspects or stronger members of the Trueflame can bestow this power on a mortal.
An Ember Conduit is a mortal with a miniscule amount of power coming from the True Flame. These are usually mortals with good morals and strong drives.
Due to this gift, an Ember Conduit gains the following powers:
- Commune (1/Day). Once per day, you can cast the spell commune, requiring no material components but you can only contact the one who blessed you.
- Flame Darts. Thrice per day, you can create three fiery darts. Each dart hits a creature of your choice that you can see within 60 feet of you. A flame dart deals 3 (1d4 + 1) fire damage to its target. The darts all strike simultaneously and you direct them to hit one creature or several.
- Limited Flamewalk. As part of your movement, you can enter any source of fire that you can reach. You then exit out of any source of fire within 30 feet of the fire you entered.
- Fire Resistance. You gain resistance to fire damage.
Flame Conduit
Only a Nova Aspect or stronger members of the the Trueflame can bestow this power on a mortal.
A Flame Conduit is a mortal with a sizeable portion of the Trueflame's power, respected by Aspects as well. These mortals are immensely driven and were most likely impressive even before they gained their power.
Due to this gift, a Flame Conduit gains the following powers:
- Commune (1/Day). Once per day, you can cast the spell commune, requiring no material components but you can only contact the one who blessed you.
- Destructive Wrath (1/Day). You can cast the fireball spell, requiring no material components.
- Fire Familiar. You give life to fire, creating a fire familiar. This fire familiar follows the same rules as the find familiar spell. It considers your abilities as spells.
- Flame Darts. You can create six fiery darts. Each dart hits a creature of your choice that you can see within 60 feet of you. A flame dart deals 3 (1d4 + 1) fire damage to its target. The darts all strike simultaneously and you direct them to hit one creature or several.
- Limited Flamewalk. As part of your movement, you can enter any source of fire that you can reach. You then exit out of any source of fire within 50 feet of the fire you entered.
- Fire Resistance. You gain resistance to fire damage.
Nova Conduit
Only the Avatar or Ragani himself can bestow this level of power on a mortal.
A Nova Conduit is a mortal with an immensely powerful blessing, allowing them to change the landscape around them, usually for the good. These mortals are immensely driven and have grand dreams and ambitions for the world they live in. Fortunately, the avatar agrees with them.
Due to this gift, a Nova Conduit gains the following powers:
- Commune (1/Day). Once per day, you can cast the spell commune, requiring no material components but you can only contact either Ragani's Avatar or his true form.
- Destructive Wrath (3/Day). You can either cast the spell fireball (5th level), firestorm, or wall of fire, requiring no material components.
- Nova Familiar. You give strength to fire, creating a nova familiar. This nova familiar follows the same rules as the find familiar spell. It considers your abilities as spells.
- Flame Darts. You can create ten fiery darts. Each dart hits a creature of your choice that you can see within 60 feet of you. A flame dart deals 3 (1d4 + 1) fire damage to its target. The darts all strike simultaneously and you direct them to hit one creature or several.
- Flamewalk. As part of your movement, you can enter any source of fire that you can reach. You then exit out of any source of fire within 100 feet of the fire you entered.
- Fire Resistance. You gain resistance to fire damage.
Trueflame Conduit
Only Ragani's true form can bestow this level of power on a mortal.
The act of meeting Ragani's true form is nightmarish for mortals due to the inability to perceive his true form. This speaks volumes on how sturdy the mind and how strong the will of a Trueflame Conduit is.
Due to this gift, a Trueflame Conduit gains the following powers.
- Commune (1/Day). Once per day, you can cast the spell commune, requiring no material components but you can only contact either Ragani's Avatar or his true form.
- Destructive Wrath (5/Day). You can either cast the spell fireball (5th level), firestorm, or wall of fire, requiring no material components.
- Rebirth of the Phoenxi (1/Day). When you drop to 0 hit points, dies, or disintegrated, your body instantly reforms, regaining half your hit points (rounded down).
- Nova Familiar. You give strength to fire, creating a nova familiar. This nova familiar follows the same rules as the find familiar spell. It considers your abilities as spells.
- Flame Darts. You can create ten fiery darts. Each dart hits a creature of your choice that you can see within 60 feet of you. A flame dart deals 3 (1d4 + 1) fire damage to its target. The darts all strike simultaneously and you direct them to hit one creature or several.
- Flamewalk. As part of your movement, you can enter any source of fire that you can reach. You then exit out of any source of fire within 1000 feet of the fire you entered.
- Fire Nature. You gain resistance to cold damage and immunity to fire damage.
Fire Familiar
Tiny elemental, neutral good
- Armor Class 12
- Hit Points 7 (3d4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8(-1) 15(+2) 11(+0) 9(-1) 10(+0) 10(+0)
- Skills Perception +2
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
- Damage Immunities fire, poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses darkvision 60 ft., passive Perception 12
- Languages Doesn't speak but understands their master's language
- Challenge 1/8 (25 XP)
Fire Form. The familiar can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the familiar or hits it with a melee Attack while within 5 ft. of it takes 1 fire damage. In addition, the elemental can enter a Hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1 fire damage and catches fire; until someone takes an Action to douse the fire, the creature takes 1 fire damage at the start of each of its turns.
Water Susceptibility. For every 5 ft. the familiar moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Weak Illumination. The familiar sheds bright light in a 10-foot radius and dim light in an additional 10 ft. as long as it wishes to. It can become inert, appearing coal-like as a bonus action.
Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1 fire damage at the start of each of its turns.
Nova Familiar
Medium elemental, neutral good
- Armor Class 13
- Hit Points 99 (18d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10(+0) 16(+3) 12(+1) 12(+1) 10(+0) 14(+2)
- Skills Perception +3
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
- Damage Immunities fire, poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses darkvision 60 ft., passive Perception 13
- Languages Ignan but understands their master's language
- Challenge 5 (1,800 XP)
Flame Dancer (1/Day). The familiar can act as a portal of flame for its master. The familiar can connect itself to another source of fire within 50 feet of it. Its master can enter it, exiting the other source of fire.
Fire Form. The familiar can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the familiar or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a Hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an Action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Water Susceptibility. For every 5 ft. the familiar moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Illumination. The familiar sheds bright light in a 30-foot radius and dim light in an additional 30 ft. as long as it wishes to. It can become inert, appearing coal-like as a bonus action.
Actions
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns
Leaping Fire. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) fire damage.