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LordofBones
Master of Realmslore
   
1605 Posts |
Posted - 20 Feb 2026 : 07:16:05
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MOANDER The Darkbringer, the Jawed God, the Rotting God, the Great Dread God Lesser Power (later Demipower) of the Abyss Symbol An upright male human right hand, fingers outstretched, with an open human female fanged mouth, lips parted as though speaking, set in its palm Realm Offalmound (Abyss/223rd - Rarandreth) Alignment Chaotic Evil Aliases none Superior none Allies Ghaunadaur, Jubilex, Kozah, Shar Foes Arvoreen, Auril, possibly Bane, Chauntea (Jannath), Corellon Larethian, Eldath, Finder Wyvernspur, Hanali Celanil, Jergal, Lathander, Lolth, Mielikki, Mystryl (dead), Mythrien Sarath, Oberon, Rillifane Rallathil, Selûne, Sheela Peryroyl, Silvanus, Skerrit, Solonor Thelandira, Tapann, Targus (no longer in effect as Garagos), Titania, Tyche (dead), Tymora, Tyranthraxus; Phalse Servants none Servitor Creatures algoids, angels of decay, bloodrots, bog imps, boneleaves, burrow roots, corrupt creatures (especially beholders), corruption eaters, dark trees, death tyrants, deepspawn, dragons (black and green), giant slugs, giant toads, gibbering mouthers, oozes, possessed creatures (animals, beholders, humans, treants, and various monsters, all with vines growing from their bodies), ruin chanters (always evil), scourging constructs (all types), shambling mounds, taint elementals, tainted minions, tainted reavers, tanar’ri (alkiliths and hezrou), vegepygmies spawned from russet mold Manifestations intangible image of a giant, floating, rotting, disembodied human male head, with prehensile tendrils as hair, a many-fanged mouth, and two maliciously glittering red eyes; vinelike tendrils arising from decaying matter; possession Signs of Favor none Worshipers aberrations, aimless mortals, depraved cultists, the desperate, insane druids, intelligent plant creatures, those who fear the encroachment of civilization Cleric Alignments CE, CN, NE Specialty Priests Darkbringer Holy Days the Balefire Important Ceremonies none specific Portfolio corruption, decay, rot, rotting death Domains Abyss, Chaos, Corruption, Decay, Destruction, Evil, Gluttony, Pestilence, Plant, Slime Favored Weapon tendrils (slam) or heavy mace
MOANDER Fighter 30 CE Gargantuan Aberration (Chaotic, Evil, Extraplanar) Divine Rank 6 Init +28 (+20 Dex, +8 Superior Initiative); Senses 6-mile-radius; Listen +53, Spot +33; blindsight; remote sensing (5 locations), portfolio sense Aura divine (600 ft.; Will DC 61); Languages can communicate with any living creature; Dark Speech _______________________________________________________________
AC 72, touch 50, flat-footed 52 (-4 size, +18 deflection, +20 Dex, +6 divine, +22 natural) hp 2,480 (25d8 + 30d10 plus 1,980), divine shield 39/day (420 hp); DR 30/epic, good, and silver Immune ability damage, ability drain, acid, antimagic, banishment, death effects, disease, disintegration, energy drain, fear, fire*, imprisonment, mind-affecting effects, paralysis, poison, sleep, sonic, stunning, transmutation, turning and rebuking; Weaknesses cold vulnerability (+100%), fire* *see Form of the Abomination below Resist electricity 26, sonic 26; SR 65 Fort +65 Ref +49 Will +39 _______________________________________________________________
Speed 120 ft. (24 squares) Melee 2d8 tendrils +79/+74/+69 (6d6 + 48 and 1 vile plus grab/19-20/x2) or Melee spell +72 or Ranged seed of Moander +56 Ranged spell +56 Base Atk +33; Grp +81 Space 20ft.; Reach 20 ft./15 ft. Atk Options constrict (4d6 + 36), corruption 6/day (ignore hardness of attacked object), decay touch 6/day (1d4 Con to living creatures and constructs with the living subtype and 2d6 + 55 damage to undead, objects, or constructs without the living construct subtype), destructive smite 6/day (+4 attack and +55 damage), divine blast 24/day (6 miles, 24d12 damage), engulf, improved grab, throw anything; Area Attack, Awesome Blow, Cleave, Debilitating Strike 4/day, Dire Charge, Epic Sunder, Fling Enemy, Great Cleave, Improved Bull Rush, Improved Grapple, Improved Overrun, Improved Sunder, Power Attack, Rending Constriction, Tainted Fury Special Actions abyssal fury 6/day (+4 Strength and -2 AC for 5 rounds), alter reality, alter size, rebuke or command oozes or plants as a 55th level cleric 17/day (+20 check and +69 damage); Surge of Malevolence 1/day (+9)
Spell-like Abilities (CL 55th; +1 chaos and evil spells) At will – antilife shell, align weapon, animate objects, animate plants, babau slime (DC 37), baleful polymorph (DC 39), balor nimbus, barkskin, befoul (DC 42), bite of the king (DC 42), blasphemy (DC 41), blight (DC 39), blindness/deafness (DC 36), bodak’s glare (DC 42), bull’s strength, cause fear (DC 35), chaos hammer (DC 39), cloak of chaos (DC 42), command plants (DC 38), contagion (DC 37), control plants (DC 42), create food and water, create undead, curse of lycanthropy (DC 40), death knell (DC 36), desecrate, despoil (DC 43), destruction (DC 41), disintegrate (DC 41), dispel good (DC 39), dispel law (DC 39), doom (DC 35), earthquake, energy drain (DC 43), entangle (DC 35), evard’s black tentacles, feeblemind (DC 39), finger of death (DC 42), goodberry, grease (DC 35), greater teleport, harm (DC 40), heroes’ feast, horrid wilting (DC 42), implosion (DC 43), inflict critical wounds (DC 38), inflict light wounds (DC 35), insanity (DC 41), magic circle against good, magic circle against law, mass bull’s strength, mass inflict light wounds (DC 39), melf’s acid arrow, morality undone (DC 38), otyugh swarm, plague of rats, plane shift (DC 39), plant growth, poison (DC 38), power word blind, pox (DC 40), protection from good, protection from law, ray of enfeeblement, repel wood, rusting grasp, scourge (DC 41), shambler, shatter (DC 36), slay living (DC 39), stone to flesh (DC 41), summon monster iii*, summon monster v*, summon monster vii*, summon monster ix (chaotic, evil, or chaotic evil only), summon swarm, transmute rock to mud (DC 40), trap the soul (DC 43), unholy aura (DC 42), unholy blight (DC 38), vampiric touch, wall of thorns, withering palm (DC 41), word of chaos (DC 41). 3/day – heightened morality undone (DC 43), empowered pox (DC 40), empowered scourge (DC 40), empowered withering palm (DC 40). 2/day – violated disintegrate (DC 41), violated evard’s black tentacles, violated harm (DC 40), violated horrid wilting (DC 42), violated vampiric touch. 55 rounds/day – enlarge person. *CE only _______________________________________________________________
Abilities Str 82, Dex 50, Con 82, Int 15, Wis 15, Cha 46; Corruption/Depravity 39 SQ avatar (5), divinity, godly realm (Abyss 12 miles), immortality, lake of rot, ooze qualities, plant qualities, powerful bite (6d8 + 72) Feats Area Attack, Awesome Blow, Cleave, Dark Speech (B), Debilitating Strike, Empower Spell-like Ability (pox, scourge, withering palm), Extended Reach, Fling Enemy, Great Cleave, Greater Multigrab, Heighten Spell-like Ability (morality undone), Improved Bull Rush, Improved Critical (slam), Improved Grapple, Improved Initiative, Improved Natural Attack (slam), Improved Overrun, Improved Rapidstrike (slam), Improved Sunder, Multigrab, Power Attack, Rapidstrike (slam), Rending Constriction, Surge of Malevolence, Tainted Fury, Vile Natural Attack, Violate Spell-like Ability (disintegrate, evard’s black tentacles, harm, horrid wilting, vampiric touch), Weapon Focus (slam), Weapon Specialization (slam) Epic Feats Armor Skin (x3), Dire Charge, Epic Prowess, Epic Sunder, Epic Weapon Focus (slam), Epic Weapon Specialization (slam), Spellcasting Harrier, Superior Initiative Salient Divine Abilities Call Creatures (6 aberrations or plants with up to 26 HD each), Command Plants (6 miles, 6 creatures, Will DC 61), Divine Weapon Focus (slam), Divine Weapon Specialization (slam), Energy Burst (60 ft.; 42d8 acid; Ref DC 79), Form of the Abomination (unique salient divine ability), Possess Mortal (5 creatures, Will DC 61), Power of Nature (6 miles, concentration plus 6 minutes), Seed of Moander (unique salient divine ability) Skills Climb +103, Hide +59, Intimidate +69, Knowledge (nature) +57, Listen +53, Move Silently +51, Spot +33, Survival +33 (+39 above ground); Racial +16 Climb
Alter Reality Moander is an embodiment of divine power and reality is its to alter as it sees fit. This effectively functions as the wish spell that costs it no XP and requires a standard action to implement. In effect, this allows Moander to duplicate any effect as long as it relates to its area of influence. In essence, it can duplicate the effects of any class skill, ability, or spell, or any other effect related to physical and spiritual corruption, decay, or rot.
The Great Dread God can create temporary, nonmagical objects, magic items or creatures for up to 6 hours, and can also create permanent nonmagical objects. It can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Avatar Moander can have up to five avatars at any given time. The Darkbringer’s most common form in the Realms is known as the Abomination. This god-thing as its body uses a mass of rotting vegetation and carrion as large as a hill that rumbles along the ground, scouring it clean of vegetation, topsoil, and all living things and leaving a putrid, brown slime in its wake.
Constrict (Ex) Moander deals 4d6 + 36 points of damage with a successful grapple check. It can choose to implant its Seed of Moander salient divine ability on any creature it constricts.
Divine Blast 21 times per day, Moander can create a ray of divine power that extends up to 6 miles and deals up to 24d12 points of damage as a ranged touch attack with no saving throw. It can alter the visual, auditory and sensation-based qualities of its divine blast as it desires. Moander’s divine blasts generally take the form of lashing and rotting vinelike tendrils.
Divine Shield As a free action 36 times per day, Moander can create a shield that lasts 10 minutes and stops 390 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Moander is naturally immune to does not count towards the shield’s limits.
Engulf (Ex) Moander can simply mow down creatures of its size category or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. The Darkbringer merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against Moander, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 82) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the god moves forward. Engulfed creatures are subject to 3d8 vile damage and 3d8 acid damage each round and are considered to be grappled and trapped within the Darkbringer’s body.
Form of the Abomination (unique salient divine ability) By possessing a mound of rotting material at least 30 feet in size, Moander can manifest as the Abomination, a Gargantuan-sized hulk of putrid rot and decaying carrion with both ooze and plant qualities. This horrific form is covered in lashing tendrils ending in fanged maws that babble in an endless cacophony of a thousand disparate voices chanting the god's name, or in swirling gray-and-white eyes that stared blindly.
The Darkbringer sustains itself in this form through the consumption of living matter; plants and plant creatures of less than 27 Hit Dice touched or overrun by the Abomination die instantly and are subsumed into its bulk while plant creatures of more than 27 Hit Dice are allowed a Fortitude save (DC 79) to resist being devoured. For every mile of natural material or every 50 Hit Dice of natural life the Abomination plows through or consumes, it gains regeneration 10 (cold) and grows an extra 10 feet up to a maximum of 100 feet. The Rotting God’s size category, natural weapon damage, and associated size-dependent bonuses and penalties increase by one step for every 30 feet it grows, to a maximum of Colossal+ in size when it reaches its maximum size of 100 ft.
Unless rejuvenated by additional compost, the body of the Abomination always collapses into dust and putrid slime in 1d4 months and a new one has to be found or built, requiring cultists to continually build it new bodies in the Realms. The Abomination can also create a gate or fly for up to six hours at its land speed (by burning swamp gas) at will, but doing so requires a tremendous expenditure of energy, consuming one month of the Abomination's existence in its current form in the process. The materials that make up the Abomination also alter Moander’s natural divine immunities; the Rotting God retains its natural immunity to fire unless its body is made of dried kindling and can also quench fires with its bulk if it is composed primarily of wet, rotting material. Conversely, it also suffers double damage from cold effects and has a -6 penalty to saving throws made against cold damage.
The Abomination always initially manifests with 2d8 large tendrils, each at least 20 ft. long (to a maximum size of half the main body’s size), that end with lipless, many-fanged maws – these tentacles function as natural slam attacks that deal both bludgeoning and piercing damage and also allow Moander to make constrict attacks against any creature it grapples. Any creature grappled by the Abomination takes 3d8 vile damage and 3d8 acid damage per round, in addition to Moander’s grappling damage. A creature dragged to the body of the Abomination is subject to Moander’s bite. The number of primary attack tendrils the Abomination manifests with corresponds to its size; for every increase in its size category, the number of tendrils it possesses doubles (two doublings equal a tripling and so on).
The Darkbringer can resize its tendrils to any size lower than its current size category. It can choose to subject any creature constricted or grappled by it with its Seed of Moander salient divine ability (refer to the entry below) or Possess Mortal salient divine ability with a -6 penalty to the saving throw made to resist the effect. Any creature possessed by the Darkbringer is granted a glimpse into the god’s mind as well and is driven to insanity (Will DC 61) if Moander so desires. When possessing a mortal in this manner, the Jawed God can also cast any spell the victim knows (if a spontaneous caster) or has prepared (if a prepared caster).
Beings overrun and engulfed by the Abomination are disgorged to the top of its bulk within 1d10 rounds if they fail an opposed grapple check. Once there, wounded captives must still make continuous grapple checks per round as they are accosted by tiny corrosive tendrils that attempt to rot away armor and clothing every round unless a Fortitude save (DC 61) is made. If a victim's clothing and armor are destroyed, the small tendrils begin to rot away flesh and transform it into compost, causing 1d6 Constitution drain each round until the victim breaks free (Fort DC 61 half and turns the drain into damage) or rots away into offal. There is additionally a stacking 10% chance per round that a seed of Moander is implanted into a grappled victim.
The Abomination’s body, coated in its many grasping tendrils, is considered difficult terrain for the purposes of movement and prevents any form of flight, magical or otherwise, unless the victim is under the effect of freedom of movement or similar effects. A victim that succeeds in its opposed grapple check has to successfully traverse the Abomination's bulk and make a successful Jump check off the deity’s body to free itself.
Finally, the Abomination can confine its essence to a small piece of its rotting mass and spring forth as a Fine-sized egg-shaped pod in a single round. This pod can then merge with another hill-sized pile of corruption or slowly grow again by absorbing more vegetation if the Darkbringer so desires. While smaller than Gargantuan in size, the Abomination loses its slam attack but can swell up with swamp gas and attack with a primary bite attack. However, this form’s extreme susceptibility to fire bypasses Moander’s natural immunity to the element; any fire-based effect that is not quenched by the Abomination’s bulk (generally, any magical or nonmagical fire that creates or occupies an area or burst of at least half the Abomination’s size or that deals at least 60 points of damage) ignites the monstrosity and kills it in an explosion with no saving throw allowed against the effect.
Improved Grab (Ex) If Moander hits with a slam, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check with its slam, it establishes a hold and can either constrict or drag its victim to its body for a bite attack.
Lake of Rot (Su) Rivulets of vile corruption stream from Moander’s body, constantly regenerating and renewing a 60-foot-radius spread of odoriferous rot all around the Jawed God. Any corporeal creature standing on the ground within that area must make a DC 79 Reflex saving throw each round or take 6d6 points of damage (half that on a successful save) as its flesh begins to succumb to decay. The creature must also succeed on a subsequent DC 79 Fortitude saving throw (regardless of whether it succeeds on the first save) or contract a double-strength darkrot.
Powerful Bite (Ex) Damage 6d8 + 72. Moander’s primary toothed maw is too awkwardly placed to attack creatures it hasn’t grabbed but still strikes with overwhelming force. The Darkbringer adds double its Strength modifier to damage rolls made with its bite.
Seed of Moander (unique salient divine ability) Moander’s preferred medium of corrupting its victims is through exposure to its seeds, which it can transmit through a touch of its tendrils or as a projectile it can spit out from the mouths of its tendrils (range 120 ft).
A Seed of Moander is a sticky green burr about the size and shape of a horse chestnut burr covered in tiny hooked spines that attaches itself to the skin of any living creature that is not already a servant of Moander. The seed detonates within one round and releases a cloud of spores approximately 3 ft. in radius. Any living creature within the area of effect of the spores (who is not already a servant of Moander) must make a Reflex save (DC 61). If it fails the saving throw, the spores are inhaled and begin transforming the host. Unburst seeds of Moander burst when they contact living flesh. They are destroyed by being drenched in holy water or when targeted with a spell with the [good] descriptor. A seed of Moander that does not strike a living creature remains dormant and only detonates when it comes into contact with one.
If a victim is not treated, the spores grow and turn the creature into a puppet of Moander in 4d4 days. The spores also slowly turn the victim’s entrails into a festering mass of rotting, mold-encrusted tendrils; the seed of Moander keeps the creature alive in this state until 1d2 months have passed whereupon the creature must succeed at a Fortitude saving throw (DC 61) daily with a -6 penalty to its save until it fails its saving throw and dies. Externally the host appears unchanged until death except for the faint odor of pollen and a small, flowered vine wrapped around one ear. A victim who shares body fluids with another creature - as little as a kiss is sufficient - can transfer the spores of a seed of Moander to that creature, spreading the Darkbringer's influence. The potential new host receives a Fortitude saving throw (DC 61) with a stacking +2 bonus for each instance of exposure to avoid infestation.
A newly created puppet of Moander gains the Corrupted template and retains all of its previous abilities and skills, but all its thoughts are known to Moander and it is under the complete control of the Rotting God. In addition, the newly created minion can sprout a pair of 10-foot-long tentacles (Medium size, Str 22, AC 14, hp 30) at will from any orifice or directly through its skin. The tendrils grant the creature a secondary slam attack (damage 1d8) but are incapable of finer movement, such as picking locks or the gestures needed for spellcasting. If a tendril is destroyed, the minion can sprout another tentacle the following round. If both tendrils hit a creature of the same size category or smaller, a grapple is initiated and the puppet of Moander can constrict the victim.
If a victim infested with the spores of a seed of Moander drinks holy water within 1 hour of the spores affecting it, the spores dissolve and the victim is cured. If holy water is drunk within 2 days of the spores' entry, their growth is slowed to half rate (in other words, the possession and rotting take twice as long). A remove disease or heal spell used within 1 month of initial corruption by the spores stops the possession and the corruption process, allowing the victim to live and slowly heal. At least 30 points of cold damage also slays the spores' growth, allowing the victim to slowly recover. Victims cured by remove disease, heal, or cold damage who do not receive a second heal or restoration spell within a day of the initial curing have a -10 penalty to both Strength and Constitution for 5d6 days. At the end of that time, they slip into a coma, suffer 4d6 damage, and a day later, if they survived the damage, awaken fully cured.
Only if Moander is completely absent from the Realms is the original host able to express its free will after it would have normally become a mind-controlled being. However, without the stabilizing effect of Moander's power, the body decays at an accelerated rate once the initial 4d4-day period is passed and dies in a tenday, becoming a rotting mass of plant material.
Throw Anything (Ex) Moander can throw anything it can lift as a light load (usually large rocks or trees) with no penalty to the attack roll, up to a maximum range of 900 ft.
Other Divine Powers As a lesser power, Moander may take 10 on any check. Moander treats a 1 on an attack roll or saving throw normally and not as an automatic failure. It is immortal. Senses Moander can see (using normal vision or darkvision), hear, touch, and smell at a distance of six miles. As a standard action, it can perceive anything within ten miles of its worshippers, holy sites, objects, or any location where one of its titles or name was spoken in the last hour. It can extend its senses to up to five locations at once. It can block the sensing power of deities of its rank or lower at up to two remote locations at once for six hours. Portfolio Sense Moander senses any event that involves corruption, whether spiritual or physical, as long as the event in question affects at least five hundred people. It is similarly aware of any event that involves decay or rot if the event is of similar scope. Automatic Actions Moander can use any skill associated with its portfolio as a free action whether or not it has ranks in it, as long as the DC for the task is 20 or lower. Moander cannot do anything as a free action if the task would be a move action or part of a move action. It can perform up to five such free actions each round. Create Magic Items Moander can create any kind of magic item that affects or involves corruption or decay, or that deals ability damage or ability drain, as long as the item's market price does not exceed 30,000 gp.
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Edited by - LordofBones on 20 Feb 2026 07:17:14
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