Ilmater

The Crying God

God of endurance, suffering, martyrdom, and perseverance

CR 30Intermediate deityLawful goodEnduranceSufferingMartyrdomPerseverance

The Avatar of Ilmater

Medium humanoid (avatar), lawful good

Armor Class
25 (divine forbearance)
Hit Points
570 (40d8 + 320)
Speed
40 ft.
STRDEXCONINTWISCHA
22 (+6)18 (+4)26 (+8)20 (+5)28 (+9)26 (+8)
Saving Throws
Str +14, Con +16, Wis +17, Cha +16
Skills
Insight +17, Medicine +17, Persuasion +16, Religion +13
Damage Resistances
radiant, psychic; bludgeoning, piercing, and slashing from magical and nonmagical attacks
Damage Immunities
necrotic, poison
Condition Immunities
charmed, frightened, paralyzed, poisoned
Senses
truesight 120 ft., passive Perception 19
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+8

Traits

Aura of Mercy. Creatures of Ilmater’s choice within 60 feet have resistance to all damage and advantage on death saving throws. A creature in the aura cannot be compelled to attack a target it would not willingly attack.
Unyielding Endurance. Ilmater cannot be moved or knocked prone against his will, and he has advantage on saving throws against being restrained or stunned.
Legendary Resistance (3/Day). If Ilmater fails a saving throw, he can choose to succeed instead.
Tears That Endure (Mythic Trait; 1/Day). When Ilmater is first reduced to 285 hit points or fewer, he ends every condition affecting himself and each ally within 60 feet, then regains 150 hit points. For 1 minute, he regains 40 hit points at the start of each turn.

Actions

Multiattack. Ilmater makes two Gentle Hand attacks, or he makes one Gentle Hand attack and one Chains of Mercy attack.
Gentle Hand. Melee Spell Attack: +16 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) radiant damage. The target must succeed on a DC 24 Wisdom saving throw or it cannot take reactions, make attacks, or cast a spell that deals damage until the end of its next turn.
Chains of Mercy. Ranged Spell Attack: +16 to hit, range 120 ft., one creature. Hit: 27 (6d8) radiant damage, and the target is restrained by luminous cords. It can use an action to make a DC 24 Strength or Dexterity check, ending the restraint on a success.
Balm of Endurance (Recharge 5–6). Each ally within 60 feet regains 60 hit points, can stand without expending movement, and ends one condition affecting it.
Break the Instruments. Ilmater ends one magical effect within 60 feet that imposes the grappled, paralyzed, petrified, restrained, or stunned condition. A nonmagical restraint or device that is causing suffering instead breaks without harming a creature it holds.

Reactions

Share the Burden. When a creature Ilmater can see within 60 feet takes damage, he takes any amount of that damage in its place. Damage transferred this way cannot be reduced or transferred again.
Martyr’s Intercession. When a creature within 30 feet would be reduced to 0 hit points, it drops to 1 hit point instead and gains 30 temporary hit points.

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.

Healing Hand. One creature Ilmater can see within 60 feet regains 25 hit points and can end the grappled or restrained condition on itself.
Step Between. Ilmater teleports to an unoccupied space adjacent to a creature within 60 feet that has just taken damage. Ilmater takes half the triggering damage, and the creature regains that many hit points.
Chains Tighten (Costs 2 Actions). One creature restrained by Chains of Mercy takes 27 (6d8) radiant damage and must succeed on a DC 24 Wisdom saving throw or be incapacitated until the end of its next turn.

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.

Sanctuary of Solace. Until initiative count 20 on the next round, creatures of Ilmater’s choice in the lair have advantage on saving throws.
Walls Become Doors. One barrier or locked portal in the lair opens or breaks without harming a creature. A magical barrier is suppressed until initiative count 20 on the next round.
Hush the Pain. Until initiative count 20 on the next round, hostile creatures cannot take reactions that deal damage, and their spell attacks have disadvantage.

Mythic Actions

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

Suffer in My Stead. Ilmater chooses one ally within 60 feet. Until the start of his next turn, the first damage dealt to that ally is dealt to Ilmater instead and is halved.
Wave of Solace (Costs 2 Actions). Each ally within 60 feet can end one of these conditions on itself: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned.
Unbind the Lash (Costs 3 Actions). Up to three hostile creatures within 60 feet must succeed on a DC 24 Wisdom saving throw or drop what they hold, lose concentration, and be unable to take reactions until the end of their next turn.

Introduction

Ilmater, the Crying God, governs endurance, perseverance, and merciful sacrifice. He accepts pain so that another person need not bear it. His faith values practical courage: bind the wound, feed the hungry, hide the hunted, and remain when fear gives every reason to leave.

Ilmatari priests serve as mendicants, healers, and guardians of the oppressed. Their temples double as hospices and safehouses. Many take vows of humility and service, but humility does not require passivity. An Ilmatari who finds deliberate cruelty is expected to stop it.

Ilmater sends an avatar when torture, slavery, or organized persecution must end immediately. The avatar breaks restraints, holds open escape routes, and absorbs attacks while mortals finish the rescue. He refuses unnecessary killing but does not permit cruelty to continue.

Physical Appearance

The avatar appears as a broad-shouldered man with a scarred body wrapped in plain white cloth. Blood-red cords circle his wrists. He carries no displayed weapon and holds his hands open even when threatened.

Pale chains of light drift behind him and dissolve into white roses. His voice is soft and close, even across a battlefield. The air around him cools, cries become easier to hear, and cruel implements crack at their weakest point.

Roleplaying the Avatar

Ilmater speaks gently and acts without delay when someone is being hurt. He offers choices, thanks people for surviving, and measures victory by who leaves alive.

  • Ask injured creatures for their names before discussing strategy.
  • Give frightened people one concrete action they can complete.
  • Ignore insults that do not endanger anyone.
  • Interpose physically between a victim and an aggressor.
  • Offer surrender once, then disable the means of further harm.

Use in a Campaign

The Night Caravan

Ilmater holds a slaver column in place while the party removes collars, calms prisoners, and finds the captives taken away from the road.

The Devil’s Hospice

A fiend offers painless cures through contracts. The avatar can absorb the price for one night, giving the party time to break the pact network.

The Unbroken Gate

Ilmater braces a collapsing refuge against an army. The party must choose what to evacuate and which enemies can be persuaded to stand down.

Mercy for the Guilty

The avatar prevents an execution the party believes is deserved and asks them to expose the system that made the prisoner useful to a tyrant.

Lairs

Ilmater’s lairs turn endurance into shelter. Restraints loosen, simple supplies last beyond expectation, and harmful magic becomes less certain whenever it would strike a defenseless creature.

The Hidden Hospice

A cellar clinic beneath a hostile city has doors that open only for someone carrying an injured creature.

The Pilgrim Road

White roses mark safe intervals along a dangerous route. Each flower can absorb one injury before turning red and crumbling.

The Empty Slave Pen

Broken manacles remember every captive held there and reveal hidden routes used by guards and escapees.

The Last Safehouse

A crowded refuge cannot withstand another assault. Ilmater’s presence buys one hour, but only if no defender pursues a fleeing enemy.

Shared References

Open a reference for its canonical description and related entries.

Ilmater as a scarred, broad-shouldered man in white wrappings with red cords at his wrists, surrounded by luminous chains and white roses.