Torm

The Loyal Fury

God of duty, loyalty, obedience, and paladins

CR 30Lesser deityLawful goodDutyLoyaltyObediencePaladins

Avatar of Torm

Medium celestial (avatar), lawful good

Armor Class
30 (plate and shield)
Hit Points
600 (40d12 + 340)
Speed
60 ft.
STRDEXCONINTWISCHA
30 (+10)24 (+7)30 (+10)24 (+7)26 (+8)30 (+10)
Saving Throws
Str +19, Dex +16, Con +19, Int +16, Wis +17, Cha +19
Skills
Athletics +19, Insight +17, Perception +17, Persuasion +19, Religion +16
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison
Condition Immunities
charmed, frightened, paralyzed, poisoned
Senses
truesight 120 ft., passive Perception 27
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Divine Awareness. Torm knows the location of each celestial, fiend, undead creature, consecrated place, and desecrated place within 1 mile.
Legendary Resistance (3/Day). If Torm fails a saving throw, he can choose to succeed instead.
Magic Resistance. Torm has advantage on saving throws against spells and other magical effects.
Aura of Protection. Torm and allies within 30 feet add 10 to saving throws. A creature can benefit from only one Aura of Protection at a time.
The Duty Endures (Mythic Trait; 1/Day). When Torm is reduced to 0 hit points, he instead regains 300 hit points and can use his mythic actions for 1 hour. Each ally within 60 feet regains 50 hit points, stands if prone, and ends one effect causing it to be charmed or frightened.
Innate Spellcasting. Torm’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He requires no components.
  • At will: command, divine favor, shield of faith
  • 3/day each: banishment, blade barrier, mass heal
  • 1/day each: divine word, holy aura

Actions

Multiattack. Torm makes three Ardent Justice attacks or three Radiant Longbow attacks.
Ardent Justice. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (3d8 + 10) slashing damage plus 22 (4d10) radiant damage. A fiend or undead takes an extra 22 (4d10) radiant damage.
Radiant Longbow. Ranged Weapon Attack: +16 to hit, range 150/600 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 18 (4d8) radiant damage.
Divine Smite. After Torm hits with Ardent Justice, he deals an extra 36 (8d8) radiant damage to the target.

Bonus Actions

Inspiring Presence (Recharge 5–6). Up to three creatures within 60 feet gain one d12 inspiration die for 10 minutes. A creature can roll the die and add it to one attack roll, ability check, or saving throw after rolling the d20 but before the outcome is known.

Reactions

Parry. Torm adds 9 to his AC against one melee attack that would hit him.
Shield of Faith. When Torm or an ally within 30 feet is targeted by a ranged attack, Torm imposes disadvantage on the attack roll.
Divine Retribution. When Torm or an ally within 30 feet takes damage, Torm makes one Ardent Justice attack against the creature that dealt the damage if it is within his reach.

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. Torm makes one Ardent Justice or Radiant Longbow attack.
Divine Word (Costs 2 Actions). Each hostile creature within 60 feet that can hear Torm must succeed on a DC 27 Charisma saving throw or be deafened and unable to take reactions until the end of its next turn.
Heavenly Presence (Costs 3 Actions). Each hostile creature within 60 feet must succeed on a DC 27 Wisdom saving throw or be frightened for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

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.

Hold the Line. Until initiative count 20 on the next round, allies of Torm cannot be moved against their will and have advantage on Strength saving throws.
Answer the Oath. One creature Torm can see must succeed on a DC 25 Charisma saving throw or be unable to knowingly break a promise it made within the last 24 hours until initiative count 20 on the next round.
Sheltering Gauntlet. A spectral gauntlet grants three creatures within 60 feet half cover and resistance to all damage 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.

Take the Burden. Torm chooses one ally within 60 feet. Until the end of his next turn, all damage that ally would take is dealt to Torm instead, and Torm has resistance to that damage.
Righteous Advance (Costs 2 Actions). Torm and each willing ally within 30 feet move up to half their speed without provoking opportunity attacks. Each can end one effect causing it to be restrained.
The Loyal Fury (Costs 3 Actions). Torm makes three Ardent Justice attacks, each against a different target. Each ally within 60 feet can use its reaction to make one weapon attack.

Introduction

Torm, the Loyal Fury and the True, governs duty, loyalty, righteousness, and courage. He serves as a patron to paladins and to people who accept responsibility when obedience alone would be easier.

His faithful protect institutions worth preserving but reject commands that betray the purpose of an oath. Torm joins Tyr and Ilmater in the , where duty supports justice and mercy rather than replacing them.

The avatar manifests when a sworn protector must stand against lawful corruption, when a city’s defenders face certain defeat, or when a servant claims that duty excuses cruelty. He asks what a person is willing to lose before he asks what they promise to defend.

Physical Appearance

Torm appears as a youthful, athletic human with short dark hair and an open, steady expression. Bright steel plate carries cobalt enamel details, and his shield bears the upright gauntlet of his faith.

He carries Ardent Justice, a radiant holy sword, and a longbow when distance demands it. His voice is warm and direct. Nearby shields feel lighter, old scars stop aching, and frightened creatures find they can meet his eyes.

Roleplaying the Avatar

Torm joins enthusiasm with calm discipline. He treats duty as a personal choice renewed through action and refuses to let titles substitute for conduct.

  • Ask what was promised and who relied on it.
  • Use plain language even when delivering divine judgment.
  • Stand beside the least protected person in the room.
  • Distinguish loyalty to a person from loyalty to a cause.
  • When an ally falters, give a specific task rather than a speech.

Use in a Campaign

The Faithless Order

A paladin order obeys a lawful ruler who uses its vows to persecute dissidents. Torm asks the characters to prove where lawful duty ended.

Shield at the Gate

The avatar holds one city gate against a fiendish army. He needs the party to evacuate civilians rather than join a glorious but unnecessary defense.

The Returned Oath

A dead companion can return if another hero accepts the unfulfilled duty that bound the soul. Torm states the cost without urging anyone to pay it.

Trial of the True

Torm asks a celebrated champion to surrender rank, relics, and public credit before receiving the power needed to stop a greater evil.

Lairs

Torm’s lairs make responsibility difficult to evade. Spoken promises remain audible, shields turn toward endangered allies, and doors open only for creatures willing to enter first.

Temple of the True

An austere fortress-temple records each sworn duty on steel tablets that grow warm when the oath is tested.

The Last Gate

A ruined city gate stands on a field where defenders chose to protect refugees rather than pursue a retreating enemy.

Hall of First Duty

Every visitor sees the first person who depended on them. That figure silently indicates which passage is safe.

Trueheart

Torm’s divine realm contains training yards and council halls where heroic spirits rehearse impossible rescues without certainty of success.

Shared References

Open a reference for its canonical description and related entries.

Torm as a youthful dark-haired paladin in steel and cobalt plate, carrying a holy sword and gauntlet-marked shield.