The Twin Ecstasies

Scholars argue that the twins are either two primordial divinities or one god split by its own longing into complementary halves. Temples dedicated to them often portray them as a pair of lovers, eclipses, or twin pillars holding up the sky. Priests who serve them claim that mortals mistake interruption for malice, when in truth the twins simply experience the world as a series of minor irritations between moments of perfect devotion.

Largemonstrosity(celestial, divine, incorporeal union)CR 22chaotic neutral

The Twin Ecstasies

bosscelestialshadowlightcharmlegendaryauraradiantnecroticforcemythic
HP399AC21SPD40 ft., fly 60 ft. (hover)CR22InsightPerceptionPersuasion
STR
27
DEX
22
save
CON
24
save
INT
18
WIS
24
save
CHA
27
save
Magic Resistance. The twins have advantage on saving throws against spells and other magical effects.
Legendary Resistance. The twins can use Legendary Resistance 3 times per day. If they fail a saving throw, they can choose to succeed instead.
Two Halves, One Breath. The twins can occupy the same space, and any effect that would move one without the other moves both unless the movement is forced by a creature at least 10 feet larger than them or by a spell of 6th level or higher. While within 30 feet of each other, they share one turn and gain a bonus to damage rolls with weapon attacks and innate attacks.
Radiant and Umbral Aura. At the start of each creature's turn within 20 feet of the twins, that creature must succeed on a Wisdom saving throw or have its speed reduced to 0 until the start of its next turn, as it is overcome by languor, awe, and distraction. A creature that succeeds is immune to this aura until the start of its next turn.
Conjoined Touch. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 21 () radiant and necrotic damage, or 24 () radiant and necrotic damage if both halves of the Twins are within 30 feet of each other. The target must succeed on a Constitution saving throw or be dazed until the end of its next turn, unable to take reactions and having disadvantage on its next attack roll.
Ecstatic Moan. Each creature of the twins' choice within 30 feet must make a Wisdom saving throw. On a failure, a creature takes 45 () psychic damage and is charmed until the end of its next turn. On a success, it takes half damage and is not charmed. A charmed creature must use its reaction, if available, to move up to its speed toward a space of the twins' choice that it can see, avoiding obvious hazards.
Thrust of the Dimming and the Dawn. Each creature of the twins' choice in a 30-foot cone must make a Strength saving throw. On a failure, a creature takes 38 () force damage and is pushed up to 20 feet away and knocked prone. On a success, it takes half damage and is not pushed or knocked prone. Objects and unattended structures in the area take maximum damage from this effect.
Twin Halo Surge. The twins unleash a burst of light and shadow in a 60-foot radius centered on themselves. Creatures of the twins' choice in the area must make a Constitution saving throw. On a failure, a creature takes 36 () radiant or necrotic damage, chosen by the twins for each creature, and is blinded until the end of its next turn. On a success, it takes half damage and is not blinded. This effect ignores magical darkness and nonmagical darkness alike.
Dismissive Rebuff. When the twins are hit by an attack they can see, they reduce the damage by 15. If the attacker is within 30 feet, the attacker must succeed on a Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Drift. The twins move up to half their speed without provoking opportunity attacks. This movement can be split between flight and ground movement.
Tender Command (Costs 2 Actions). One creature the twins can see within 60 feet must succeed on a Wisdom saving throw or be charmed until the end of its next turn. While charmed this way, the creature cannot willingly move farther from the twins.
Shared Caress (Costs 2 Actions). The twins make one Conjoined Touch attack.
Pulse of Union (Costs 3 Actions). The twins emit a condensed pulse of opposing energies. Each creature of their choice within 20 feet must make a Constitution saving throw, taking 27 () radiant and necrotic damage on a failed save, or half as much damage on a success.
Cantrips
Innate SpellcastingUniversal The twins can cast the following spells without material components, using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): at will, detect magic, dispel magic, light, darkness, calm emotions; 3/day each, banishment, hypnotic pattern, greater invisibility, wall of light, harm; 1/day each, divine word, plane shift, sunbeam, maddening darkness.
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