Alright! Keep in mind I designed these on a different power scale than Immortal's Handbook stuff. Also, I use rules from the old Primal Order system, but the short of what primal flux does is you can spend it to deal 10 damage per point or block the same amount, or spend an amount equal to the level of a spell you know or five times that for one you don't in order to cast it.
Here's one of my more original ones:
Desolas, the Undying
Desolas is a powerful akalich from thousands of years in the future who seeks to utterly master magic, and will do anything to achieve that. He is immensely proud of magic's power, viewing it as the most noble and worthwhile of any skill or study, but looks at those who earn their magic in ways other than study with contempt. He views clerics, druids, and warlocks as mere posers making someone else do the work for them, but his true hatred is reserved for sorcerers, who he views as entitled brats who were handed something wizards like him have to work for. He is the future version of a powerful heroic wizard, following their slow descent into madness as their passion for magic consumed their life and exacerbated their flaws, and their most shameful secret is that they have divine heritage tracing back to a god of magic, something he secretly worries is the real source of their incredible skill.
Medium Undead, Neutral Evil
Armor Class: 94 (Robes of the Master of Magic)
Hit Points: 8400 (240d20+3600)
Speed: 80 ft, C flight, 80 ft all others, teleport at will with no error
Str: 36 (+13)
Dex: 44 (+17)
Con: 40 (+15)
Int: 138 (+64)
Wis: 88 (+39)
Cha: 96 (+43)
Damage Immunities: bludgeoning, slashing, and piercing from non-artifact weapons, necrotic, force, fire, cold
Condition Immunities: Frightened, Paralyzed, Restrained, Prone, Blinded, Deafened, Charmed, Grappled, Poisoned, Petrified
Proficiencies: All, triple proficiency in Arcana
Proficiency Bonus +26
Saving Throws: Proficient in all
Senses: Truesight 120 ft, Passive Perception 90
Languages: All
Magic Immunity: Immune to spells of 9th level or lower, advantage on saves vs magic
Dread Aura: 1700 ft radius, all creatures must make a DC 98 Con save or die. On a successful save the creature is immune for 24 hours
Incorporeal: Desolas is made entirely of shadow except their crystal eyes and teeth
Rejuvenation: When killed, reforms on their ship, the Arcane (they have a spaceship the size of a city they and their magic cult live on)
Innate Spellcasting:
At Will: Alter Self, Animate Dead, Astral Projection, Create Greater Undead, Harm, Planeshift, Slay Living, Telekinesis
3/day: Wail of the Banshee, Wish
1/day: Ruin
1/week: Momento Mori
Trapped Immortal Souls: Desolas has the souls of 8 demigods trapped in his gems, giving him 2400 primal base and 640 primal flux
Spellcasting: Desolas is a level 160 spellcaster (I have a list of classes and prestige classes they're in, but including them would double the length of this and I don't feel like typing them all out. Just assume they've got all the features of any wizard or wizard-adjacent spellcaster. And when the 5e Immortal's Handbook book comes out they get all the dimensional spellcasting.
Spells:
Cantrips: all
Levels 1-9: at will, all
Level 10: 6 slots, all
Level 11: 5 slots, all
Level 12: 4 slots, all
I might add even higher level spells, not sure
Actions:
Multiattack: Desolas uses any combination of spellcasting and the options below, adding up to four actions
Overshadow: Desolas sacrifices one immortal soul and deals 5600 arcane (an unblockable type nobody is resistant or immune to) damage to everything within 300 ft
Stasis Touch: Range 5 ft, +39 to hit (I should just say now that at this high a level for combat I swap out the d20 for a d100, multiply the range of a critical hit or miss by 5 so the odds are the same, and use the value of that+bonuses to determine hit or miss and saves, because it makes it easier to avoid unwinnable or pathetically easy fights), Target must make a dc 98 Str save or be frozen in time, unable to act or be acted upon. They may repeat the save at the end of each turn.
Trap the Soul: Range 60 ft, DC 98 Cha save or soul is ripped from body and trapped in an empty gem, to be devoured or stored
I haven't (but probably should have) included legendary actions, because I keep forgetting about them. I'd just go with five, legendary actions are just spellcasting, more actions spent to use stronger spells.
Here's one of my more original ones:
Desolas, the Undying
Desolas is a powerful akalich from thousands of years in the future who seeks to utterly master magic, and will do anything to achieve that. He is immensely proud of magic's power, viewing it as the most noble and worthwhile of any skill or study, but looks at those who earn their magic in ways other than study with contempt. He views clerics, druids, and warlocks as mere posers making someone else do the work for them, but his true hatred is reserved for sorcerers, who he views as entitled brats who were handed something wizards like him have to work for. He is the future version of a powerful heroic wizard, following their slow descent into madness as their passion for magic consumed their life and exacerbated their flaws, and their most shameful secret is that they have divine heritage tracing back to a god of magic, something he secretly worries is the real source of their incredible skill.
Medium Undead, Neutral Evil
Armor Class: 94 (Robes of the Master of Magic)
Hit Points: 8400 (240d20+3600)
Speed: 80 ft, C flight, 80 ft all others, teleport at will with no error
Str: 36 (+13)
Dex: 44 (+17)
Con: 40 (+15)
Int: 138 (+64)
Wis: 88 (+39)
Cha: 96 (+43)
Damage Immunities: bludgeoning, slashing, and piercing from non-artifact weapons, necrotic, force, fire, cold
Condition Immunities: Frightened, Paralyzed, Restrained, Prone, Blinded, Deafened, Charmed, Grappled, Poisoned, Petrified
Proficiencies: All, triple proficiency in Arcana
Proficiency Bonus +26
Saving Throws: Proficient in all
Senses: Truesight 120 ft, Passive Perception 90
Languages: All
Magic Immunity: Immune to spells of 9th level or lower, advantage on saves vs magic
Dread Aura: 1700 ft radius, all creatures must make a DC 98 Con save or die. On a successful save the creature is immune for 24 hours
Incorporeal: Desolas is made entirely of shadow except their crystal eyes and teeth
Rejuvenation: When killed, reforms on their ship, the Arcane (they have a spaceship the size of a city they and their magic cult live on)
Innate Spellcasting:
At Will: Alter Self, Animate Dead, Astral Projection, Create Greater Undead, Harm, Planeshift, Slay Living, Telekinesis
3/day: Wail of the Banshee, Wish
1/day: Ruin
1/week: Momento Mori
Trapped Immortal Souls: Desolas has the souls of 8 demigods trapped in his gems, giving him 2400 primal base and 640 primal flux
Spellcasting: Desolas is a level 160 spellcaster (I have a list of classes and prestige classes they're in, but including them would double the length of this and I don't feel like typing them all out. Just assume they've got all the features of any wizard or wizard-adjacent spellcaster. And when the 5e Immortal's Handbook book comes out they get all the dimensional spellcasting.
Spells:
Cantrips: all
Levels 1-9: at will, all
Level 10: 6 slots, all
Level 11: 5 slots, all
Level 12: 4 slots, all
I might add even higher level spells, not sure
Actions:
Multiattack: Desolas uses any combination of spellcasting and the options below, adding up to four actions
Overshadow: Desolas sacrifices one immortal soul and deals 5600 arcane (an unblockable type nobody is resistant or immune to) damage to everything within 300 ft
Stasis Touch: Range 5 ft, +39 to hit (I should just say now that at this high a level for combat I swap out the d20 for a d100, multiply the range of a critical hit or miss by 5 so the odds are the same, and use the value of that+bonuses to determine hit or miss and saves, because it makes it easier to avoid unwinnable or pathetically easy fights), Target must make a dc 98 Str save or be frozen in time, unable to act or be acted upon. They may repeat the save at the end of each turn.
Trap the Soul: Range 60 ft, DC 98 Cha save or soul is ripped from body and trapped in an empty gem, to be devoured or stored
I haven't (but probably should have) included legendary actions, because I keep forgetting about them. I'd just go with five, legendary actions are just spellcasting, more actions spent to use stronger spells.
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