Hoar

The Doombringer

God of vengeance, retribution, and fitting justice

CR 32DemigodLawful neutralRetributionVengeancePoetic Justice

The Avatar of Hoar

Medium humanoid (avatar), lawful neutral

Armor Class
25 (natural armor)
Hit Points
650 (50d12 + 350)
Speed
60 ft., fly 120 ft. (hover)
STRDEXCONINTWISCHA
30 (+10)24 (+7)25 (+7)26 (+8)23 (+6)30 (+10)
Saving Throws
Str +19, Dex +16, Con +16, Int +17, Wis +15, Cha +19
Skills
Insight +15, Intimidation +19, Perception +15
Damage Resistances
psychic; bludgeoning, piercing, and slashing from magical attacks
Damage Immunities
lightning, thunder, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened, paralyzed, poisoned
Senses
truesight 120 ft., passive Perception 25
Languages
all, telepathy 120 ft.
Challenge
32 (175,000 XP)
Proficiency Bonus
+9

Traits

Innate Spellcasting. Hoar’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He requires no components.
  • At will: hold person, lightning bolt, phantasmal killer, thunderwave
  • 3/day each: chain lightning, control weather, dominate monster, mind blank
  • 1/day each: meteor swarm, power word kill, storm of vengeance
Legendary Resistance (3/Day). If Hoar fails a saving throw, he can choose to succeed instead.
Magic Resistance. Hoar has advantage on saving throws against spells and other magical effects.
Divine Vengeance (Mythic Trait; 1/Day). When Hoar is first reduced to 325 hit points or fewer, a storm erupts around him. He regains 150 hit points. For 1 minute, he regains 30 hit points at the start of each turn, and his attacks deal an extra 18 (4d8) lightning damage to a creature that has knowingly broken an oath or betrayed an ally.

Actions

Multiattack. Hoar makes three Hand of Retribution attacks. He can replace one attack with Javelin of Lightning.
Hand of Retribution. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 27 (6d8) lightning damage.
Javelin of Lightning. Ranged Weapon Attack: +19 to hit, range 120/360 ft., one target. Hit: 20 (3d6 + 10) piercing damage plus 18 (4d8) lightning damage.
Great Shout (Recharge 5–6). Each hostile creature within 60 feet that can hear Hoar makes a DC 27 Constitution saving throw, taking 54 (12d8) thunder damage and becoming stunned until the end of its next turn on a failed save, or taking half as much damage on a successful one.
Grasp of Retribution (Recharge 5–6). Up to three creatures within 60 feet make a DC 27 Strength saving throw. On a failure, a creature is restrained and lifted 20 feet. It takes 36 (8d8) bludgeoning damage at the start of each of its turns and repeats the save at the end of the turn, ending the effect on a success.

Reactions

Retributive Strike. When a creature within Hoar’s reach hits him with a melee attack, Hoar makes one Hand of Retribution attack against it.

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.

Attack. Hoar makes one Hand of Retribution attack.
Thunderous Boom (Costs 2 Actions). Each creature in a 20-foot-radius sphere centered on a point within 60 feet makes a DC 27 Constitution saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much on a successful one.
Vengeful Smite (Costs 2 Actions). Hoar moves up to his speed and makes one Hand of Retribution attack. On a hit, the attack deals an extra 22 (5d8) radiant damage.

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.

Echoing Laughter. Each hostile creature within 60 feet that can hear Hoar must succeed on a DC 27 Wisdom saving throw or be frightened until initiative count 20 on the next round.
Electrical Judgment. Lightning strikes a point within 120 feet. Each creature within 10 feet makes a DC 27 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much on a successful one.
Evidence of the Crime. One creature within 120 feet relives the harm caused by its last damaging action. It must succeed on a DC 27 Wisdom saving throw or take 36 (8d8) psychic damage and lose its reactions until 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.

Mark of Vengeance. Hoar marks one creature he can see within 120 feet until the end of his next turn. His attacks against it have advantage, and it takes 14 (4d6) lightning damage whenever it damages another creature.
Poetic Doom (Costs 2 Actions). One creature within 120 feet that has harmed an ally within the last minute must succeed on a DC 27 Charisma saving throw or vanish into a storm-wracked demiplane until the end of its next turn.
Retributive Storm (Costs 3 Actions). Each hostile creature within 60 feet makes a DC 27 Constitution saving throw, taking 45 (10d8) lightning damage plus 45 (10d8) thunder damage on a failed save, or half as much on a successful one.

Introduction

Hoar, the Doombringer, governs retribution, vengeance, and poetic justice. Those who petition him rarely ask for mercy. They ask that an oathbreaker lose what the oath gained, that a murderer feel a victim’s last terror, or that a tyrant be judged by the law he imposed on others.

His worshipers include bounty hunters, survivors of corrupt trials, aggrieved families, and assassins who make a punishment resemble its cause. His hidden shrines preserve accusations on lead tablets. Thunder during a judgment is often taken as proof that the Doombringer has heard.

Hoar sends an avatar when a betrayal has harmed a realm, when justice has been deliberately corrupted, or when vengeance threatens to consume the innocent with the guilty. The avatar does not restore what was lost. He identifies the debt and chooses who must pay it.

Physical Appearance

The avatar is a tall, gaunt noble with jet-black eyes, severe ringleted hair, and a body mapped by old wounds. He wears battered dark armor beneath a storm-torn blue-black cloak. He carries the Hand of Retribution, a greatsword broad enough to resemble an executioner’s blade.

Blue-white lightning crawls across the weapon without leaving it. Hoar’s expression moves from exhausted sorrow to controlled rage as he names an offense. His dry laughter sounds once, then returns as thunder several breaths later.

Roleplaying the Avatar

Hoar listens like a judge and speaks like a hostile witness. He accepts proof, rejects excuses, and favors terms that force a wrongdoer to repair the precise harm caused.

  • Ask who benefited from the wrong before asking who committed it.
  • State accusations with dates, names, and consequences.
  • Offer one chance to confess before naming the punishment.
  • Answer appeals to mercy by asking what mercy the victim received.
  • When deceived, laugh once and let nearby thunder finish the response.

Use in a Campaign

The Broken Treaty

Hoar arrives after a ruler engineers a massacre under a flag of truce. The party must prove who planned it before his storm reaches the wrong capital.

A Patron with a Price

The avatar offers the party the power to hunt an untouchable criminal, but requires them to accept the same judgment if they harm an innocent.

The Defendants

A past compromise benefited the party while ruining a community. Hoar demands restitution and prevents them from solving the debt with another killing.

Vengeance Unbound

A cult invokes Hoar against an entire bloodline. The avatar knows the petition is unjust but cannot leave until a true culprit is named and judged.

Lairs

Hoar’s lairs preserve evidence and make consequences visible. Thunder answers lies, old blood reappears on weapons, and every path bends toward the place where a judgment will be delivered.

The Shattered Court

A ruined tribunal repeats fragments of the trial that condemned innocent prisoners. Speaking a lie causes the witness stand to call lightning.

Field of the Broken Banner

Ghostly standards mark the positions of soldiers betrayed during a truce. Crossing a line reveals which commander first violated it.

The Lead Vault

Thousands of buried curse tablets whisper competing accusations. Removing the wrong tablet releases the vengeance stored in all nearby petitions.

Gallows on the Hill

Every rope shows the final memory of one person executed there. Hoar uses those memories to test testimony and expose a false confession.

Shared References

Open a reference for its canonical description and related entries.

Hoar as a scarred, black-eyed noble in a torn blue-black cloak, holding a massive sword wreathed in blue lightning.