Deneir

Lord of All Glyphs and Images

God of glyphs, images, literature, scribes, and cartography

CR 30Lesser deityNeutral goodGlyphsImagesLiteratureScribesCartography

The Avatar of Deneir

Medium humanoid (avatar), neutral good

Armor Class
25 (glyph wards)
Hit Points
550 (44d8 + 352)
Speed
40 ft., fly 60 ft. (hover)
STRDEXCONINTWISCHA
18 (+4)24 (+7)26 (+8)30 (+10)28 (+9)24 (+7)
Saving Throws
Dex +16, Con +17, Int +19, Wis +18, Cha +16
Skills
Arcana +28, History +28, Insight +18, Investigation +28, Perception +18, Religion +28
Damage Resistances
force, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed, frightened, poisoned, stunned
Senses
truesight 120 ft., passive Perception 28
Languages
all written and spoken languages, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Perfect Recall. Deneir recalls every written or spoken statement he has encountered and can reproduce it without error. He and creatures of his choice within 60 feet understand all written language and have advantage on Intelligence checks and saving throws. Illusions and shapechanging effects in the aura display faint glyphs that identify them as altered.
Living Glyphs. When a creature touches the avatar or hits him with a melee attack, it must succeed on a DC 27 Constitution saving throw or take 27 (6d8) acid, cold, fire, lightning, or thunder damage (Deneir’s choice) and be pushed up to 20 feet away.
Innate Spellcasting. Deneir’s spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). He requires no material components.
  • At will: comprehend languages, detect magic, glyph of warding, legend lore
  • 5/day each: dispel magic, symbol, telekinesis, wall of force
  • 3/day each: foresight, maze, power word stun
  • 1/day each: power word heal, time stop, wish
Legendary Resistance (4/Day). If the avatar fails a saving throw, he can choose to succeed instead.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Preserved in the Record (Mythic Trait; 1/Day). When the avatar is reduced to 0 hit points, the glyphs on his robes detach and rewrite his last moments. He does not die, all conditions affecting him end, and he regains 285 hit points. Each creature of his choice within 120 feet returns to the space it occupied at the start of its last turn and regains any hit points it lost since then.

Actions

Multiattack. The avatar makes three attacks, using Quillblade or Quill of Revision in any combination.
Quillblade. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) piercing damage plus 21 (6d6) radiant damage. A glowing explosive rune marks the target until the start of Deneir’s next turn. When another creature enters within 10 feet of the marked target, the rune explodes. Creatures other than Deneir within 20 feet of the target make a DC 27 Dexterity saving throw, taking 22 (5d8) acid, cold, fire, lightning, or thunder damage on a failure, or half as much on a success. The rune then vanishes.
Quill of Revision. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 23 (3d8 + 10) force damage plus 22 (4d10) psychic damage. Deneir moves the target up to 20 feet to an unoccupied space he can see as a line of text carries it.
Overwhelming Revelation (Recharge 5–6). Each hostile creature in a 60-foot cone makes a DC 27 Intelligence saving throw, taking 88 (16d10) psychic damage and becoming incapacitated until the end of its next turn on a failed save, or taking half as much damage on a successful one.
Inscribed Prohibition. Deneir writes one prohibition of no more than five words in the air. Up to three creatures within 120 feet must succeed on a DC 27 Charisma saving throw or be bound by it for 1 minute. A bound creature that knowingly violates the prohibition takes 35 (10d6) force damage, then repeats the save, ending the effect on a success.
Erase from the Scene (3/Day). One creature within 120 feet must succeed on a DC 27 Intelligence saving throw or vanish into a blank demiplane until the end of its next turn. When it returns, it takes 55 (10d10) force damage and appears in its former space or the nearest unoccupied space.

Reactions

Editorial Correction. When a creature within 120 feet makes an attack roll, saving throw, or ability check, Deneir changes one d20 result by up to 5 after seeing the roll but before the outcome is determined.
Scripted Protection. When an object, structure, or willing creature within 60 feet takes damage, Deneir grants it resistance to all of the triggering damage and can teleport it up to 30 feet to an unoccupied space he can see.
Counter-Glyph. When a creature casts a spell within 60 feet, Deneir attempts to interrupt it as if casting counterspell at 9th level. He requires no components.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Quill Stroke. Deneir makes one Quillblade or Quill of Revision attack.
Footnote. Deneir teleports up to 60 feet to an unoccupied space he can see. A glowing reference mark remains in each space until the start of his next turn.
Ephemeral Quills. Deneir creates two spectral quills in unoccupied spaces within 90 feet. Each quill has AC 18, 20 hit points, a fly speed of 30 feet, and immunity to all conditions. A quill acts immediately after Deneir and can make a melee spell attack with a +19 bonus, dealing 13 (3d8) force damage on a hit. The quills vanish after 1 minute.
Metatext Weaving (Costs 2 Actions). Deneir chooses one creature within 120 feet. He returns it to the space it occupied at the start of its last turn, grants it the benefits of freedom of movement until the end of its next turn, or forces it to reroll a successful saving throw against one of his effects.
Define the Term (Costs 2 Actions). One creature within 120 feet must succeed on a DC 27 Charisma saving throw or be restrained by luminous text until the end of its next turn. While restrained, it cannot speak a deliberate lie.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Living Ward. A glyph appears on a surface within 120 feet. The first hostile creature to come within 20 feet before initiative count 20 on the next round must succeed on a DC 27 Dexterity saving throw or take 35 (10d6) force damage and be pushed 30 feet.
Marginal Passage. Two written surfaces within 120 feet become linked until initiative count 20 on the next round. A creature can spend 5 feet of movement to enter one and emerge from the other.
Redaction. A 20-foot-radius sphere within 120 feet becomes a blank void until initiative count 20 on the next round. The area is heavily obscured, sound cannot pass through it, and creatures inside cannot cast spells with verbal components.
Living Archive. An illusory library fills a 30-foot-radius area within 120 feet until initiative count 20 on the next round. A hostile creature there must succeed on a DC 27 Intelligence saving throw or be charmed until the end of its next turn.
Scroll of Recall. Deneir teleports up to three willing creatures within 120 feet to a warded chamber in the lair. They return to unoccupied spaces within 30 feet of their former positions at initiative count 20 on the next round.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Restore the Earlier Draft. Deneir chooses one creature within 120 feet. It returns to the space and hit point total it had at the start of its previous turn. Conditions gained since then end.
The Word Becomes Real. Deneir speaks one word naming a non-artifact object no larger than a 20-foot cube. A temporary version appears in an unoccupied space within 120 feet and remains for 1 minute.
Rewrite the Battlefield (Costs 2 Actions). Deneir rearranges up to six creatures and six unattended objects he can see within 120 feet, placing each in an unoccupied space he can see. An unwilling creature avoids the movement with a successful DC 27 Charisma saving throw.

Introduction

Deneir, the Lord of All Glyphs and Images, governs writing, glyphs, literacy, and the preservation of knowledge. As the Scribe of Oghma, he records lore and history so that truth survives the people and places that first held it.

His followers, the Deneirrath, transcribe letters, record agreements, teach reading, and copy local histories without demanding payment from those unable to provide it. Traveling scribes recover ballads and family records, while hidden temple libraries protect dangerous or confidential texts.

Deneir sends an avatar when a library faces destruction, an ancient inscription risks being lost, or a powerful lie threatens to replace the surviving record. He guides and preserves before he fights. When forced into battle, he makes language itself refuse the enemy.

Physical Appearance

The avatar appears as an elderly sage with alert eyes and a broad white beard. Layered slate-blue robes cover his full figure. Sparse glyphs and sigils move across the cloth as though searching for the correct order.

He carries an enchanted quill and a closed tome. Detached marks orbit close to his sleeves and beard. His voice is mild and sometimes distracted until sacred knowledge is threatened, when every written surface nearby turns toward him like an audience.

Roleplaying the Avatar

Deneir is generous with information but careful about the form in which it survives. He thinks aloud, quotes obscure texts, and becomes sharply authoritative when someone threatens a record.

  • Repeat an important word as though checking its spelling.
  • Offer to write down any promise before discussing its terms.
  • Stop mid-sentence to inspect a mark, inscription, or choice of phrasing.
  • Correct false statements without humiliating the speaker.
  • When knowledge is threatened, speak in exact commands with no digression.

Use in a Campaign

The Burning Archive

Deneir holds a failing library together with living glyphs while the party rescues books, people, and one dangerous sealed text.

The Unwritten Road

A map can lead refugees through a planar disaster, but each copied version erases one place from every other record.

Witness to the First Draft

The avatar asks the party to prove which of two ancient treaties is the original without destroying either claimant’s fragile peace.

A Gift Mislaid

An enchanted quill that Deneir allowed to fall into mortal hands now writes prophecies its owner is using as commands.

Lairs

Deneir’s lairs treat words as architecture. Marginal notes become passages, erased lines become pits, and spoken falsehoods leave visible marks that nearby creatures can read.

The Hidden Scriptorium

A working library beneath an abbey contains movable stacks, copying desks, and wards keyed to a reader’s stated purpose.

Tower of Living Margins

Notes written along the tower walls open shortcuts, seal rooms, and alter which floor follows the next stair.

The Last Archive

A ruined city’s surviving records animate to defend themselves against weather, looters, and contradictory histories.

Gallery of First Letters

Enormous illuminated initials form doorways into scenes preserved from the texts that contain them.

Shared References

Open a reference for its canonical description and related entries.

Deneir as a white-bearded sage in slate robes covered with luminous glyphs, holding a quill and tome.