Exodia, the Forbidden One
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Exodia, the Forbidden One, D&D inspired variant
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Updated at source:
Model information
- Source
- Printables
- Category
- Characters & Monsters
- License
- Creative Commons — Public Domain
1. Lore & Background for Exodia (D&D 5e Adaptation)
Exodia, the Forbidden One in a D&D setting could be reimagined as an ancient, godlike construct or primordial entity sealed away by the gods because its power threatened the balance of the multiverse.
Lore Concept:
Origin: Exodia was forged during the Dawn War by forgotten gods as a weapon to annihilate titans and aberrations. Its power was so immense that it began consuming planes themselves.
Sealing: The gods shattered Exodia into five pieces—Head, Left Arm, Right Arm, Left Leg, Right Leg—and scattered them across different planes. Each piece radiates immense magical energy and corrupts reality around it.
Cult of Completion: A secretive cult seeks to reunite the pieces, believing that summoning Exodia will grant them dominion over all existence.
Current Status: Adventurers may encounter fragments as legendary artifacts, each granting unique powers. Reassembling all five could trigger a catastrophic event or summon Exodia as a boss encounter.
2. Stat Block (D&D 5e Legendary Monster)
Here’s a CR 30+ creature concept for Exodia:
Exodia, the Forbidden One
Gargantuan Construct, Lawful Neutral
Armor Class: 25 (natural armor)
Hit Points: 1,200 (40d20 + 400)
Speed: 60 ft., fly 120 ft. (hover)
STR 30 (+10) | DEX 10 (+0) | CON 30 (+10) | INT 26 (+8) | WIS 24 (+7) | CHA 28 (+9)
Saving Throws: Str +18, Con +18, Wis +15, Cha +17
Skills: Arcana +16, Perception +15
Damage Immunities: All nonmagical damage; Fire, Cold, Lightning, Necrotic
Condition Immunities: Charmed, Frightened, Paralyzed, Petrified
Senses: Truesight 120 ft., Passive Perception 25
Languages: All, telepathy 120 ft.
Challenge: 30 (155,000 XP)
Traits:
Forbidden Power: Exodia cannot be banished, disintegrated, or polymorphed.
Reality Breaker: At the start of its turn, all creatures within 60 ft. must succeed on a DC 25 Wisdom save or suffer a random effect from the Wild Magic Surge table.
Legendary Resistance (5/day): If Exodia fails a saving throw, it can choose to succeed instead.
Actions:
Multiattack: Exodia makes 3 attacks with its crushing limbs.
Crushing Limb: Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 80 (10d12 + 10) bludgeoning damage.
Obliterate (Recharge 5–6): Exodia releases a beam of annihilation in a 300-ft. line. Each creature must make a DC 27 Dex save or take 200 (40d10) force damage.
Legendary Actions (3/round):
Seal Break: Teleports to any visible location within 500 ft.
Reality Collapse: Forces one creature to make a DC 25 Charisma save or be banished to a random plane.
Forbidden Wrath: Deals 50 force damage to all creatures within 60 ft.