Tymora

Lady Luck

Goddess of good fortune, skill, victory, and adventurers

CR 30Intermediate deityChaotic goodGood fortuneSkillVictoryAdventurers

Avatar of Tymora

Medium celestial (avatar), chaotic good

Armor Class
25 (natural armor)
Hit Points
725 (50d12 + 400)
Speed
60 ft., fly 120 ft. (hover)
STRDEXCONINTWISCHA
22 (+6)30 (+10)22 (+6)24 (+7)26 (+8)30 (+10)
Saving Throws
Dex +19, Con +15, Wis +17, Cha +19
Skills
Acrobatics +19, Insight +17, Perception +17, Persuasion +19, Sleight of Hand +19
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison, psychic
Condition Immunities
charmed, frightened, poisoned
Senses
truesight 120 ft., passive Perception 27
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Legendary Resistance (3/Day). If Tymora fails a saving throw, she can choose to succeed instead.
Evasion. If Tymora makes a Dexterity saving throw to take half damage, she instead takes no damage on a success and half damage on a failure.
Magic Resistance. Tymora has advantage on saving throws against spells and other magical effects.
Lucky Aura. Tymora and allies within 60 feet have advantage on saving throws. When one of them rolls a 1 on a d20, it can reroll the die and must use the new roll.
Fortune’s Hand (5/Day). When a creature Tymora can see within 120 feet makes an attack roll, ability check, or saving throw, she can replace the d20 roll with a 10 or a 20.
Fortune Favors the Bold (Mythic Trait; 1/Day). When Tymora is reduced to 0 hit points, she instead regains 362 hit points and can use her mythic actions for 1 hour. Each ally within 120 feet gains one luck die, a d20 it can substitute for one d20 roll it makes within the next hour.
Innate Spellcasting. Tymora’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). She requires no components.
  • At will: detect magic, guidance, resistance
  • 3/day each: divination, plane shift
  • 1/day each: foresight, wish

Actions

Multiattack. Tymora makes one Lucky Touch attack and two Radiant Strike attacks.
Lucky Touch. Melee Spell Attack: +19 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) radiant damage, and the target must succeed on a DC 27 Constitution saving throw or be stunned until the end of its next turn.
Radiant Strike. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 37 (6d8 + 10) radiant damage.
Turn of Fortune (Recharge 5–6). Tymora chooses up to three creatures within 120 feet. Each hostile target must succeed on a DC 27 Charisma saving throw or have disadvantage on attack rolls and saving throws until the end of its next turn. Each friendly target has advantage on attack rolls and saving throws for the same duration.

Reactions

Just in Time. When Tymora or an ally within 60 feet is hit by an attack, Tymora causes the attacker to reroll the attack and use the new roll.

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.

Lucky Strike. Tymora makes one Lucky Touch or Radiant Strike attack.
Guiding Hand. One creature Tymora can see within 60 feet adds 1d12 to its next attack roll, ability check, or saving throw before the end of its next turn.
Divine Luck (Costs 2 Actions). Tymora or one ally within 60 feet gains advantage on attack rolls, ability checks, and saving throws 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.

Fortune’s Favor. One creature within 120 feet adds 5 to attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
Twist of Fate. Tymora moves one creature or unattended object up to 30 feet to an unoccupied space she can see. This movement does not provoke opportunity attacks.
Fortuitous Intervention. Until initiative count 20 on the next round, invisible and hidden creatures in the lair gain no benefit from being unseen.
Second Chance. Each ally of Tymora can immediately repeat one saving throw against an ongoing effect, ending that effect on a success.

Mythic Actions

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

Beginner’s Luck. One ally within 120 feet treats its next d20 roll before the end of its next turn as a 20.
The Narrow Escape (Costs 2 Actions). Tymora and up to six willing creatures teleport to unoccupied spaces they can see within 60 feet. Until the start of Tymora’s next turn, attacks against them have disadvantage.
All on One Throw (Costs 3 Actions). Tymora rolls a d20. On 11 or higher, each enemy within 60 feet takes 88 (16d10) radiant damage. On 10 or lower, each enemy takes 44 (8d10) radiant damage, and each ally within 60 feet regains 44 hit points.

Introduction

Tymora, Lady Luck and the Lady Who Smiles, governs good fortune, adventurers, and the courage to act without certainty. She emerged when was divided, leaving favorable chance to Tymora and misfortune to Beshaba.

Adventurers, gamblers, merchants, and travelers touch a coin or invoke Tymora before accepting risk. Her temples provide sanctuary, rumors, and practical aid to people setting out on uncertain roads.

The avatar appears when a single choice can redirect a nation, when a rigged contest insults the idea of chance, or when people confuse good fortune with entitlement. She creates an opening. She does not promise that anyone will take it.

Physical Appearance

Tymora appears as an athletic human woman with chestnut hair, clear blue-green eyes, and the clothes of a well-equipped traveler. Sapphire and teal layers sit over fitted leathers, and a plain silver coin hangs at her throat.

She smiles quickly but watches hands, exits, and wagers with an adventurer’s attention. Her arrival changes no weather. Instead, a dropped key lands within reach, a frayed rope holds one more moment, or a thrown blade strikes exactly where chance permits.

Roleplaying the Avatar

Tymora is playful without being careless. She favors people who understand the danger, prepare what they can, and still choose to act.

  • Ask what the speaker is willing to risk personally.
  • Refuse wagers that place the cost on an absent third party.
  • Flip a coin only after everyone has committed to a choice.
  • Laugh at a narrow escape, never at the injured.
  • When someone demands certainty, offer a fair chance instead.

Use in a Campaign

The Impossible Route

Only one path through a collapsing ruin remains open at a time. Tymora guides the party but requires a different character to choose each turn.

Fortune Stolen

A noble traps favorable outcomes inside enchanted coins, leaving an entire district plagued by accidents. The avatar cannot break the vault without releasing every stored chance at once.

The Honest Wager

Two rulers agree to settle a border war through a game, then secretly attempt to rig opposite sides. Tymora names the party as neutral witnesses and possible players.

A Smile Before Dawn

Tymora offers one character a guaranteed success on a future roll. The blessing transfers the next natural 1 to someone nearby who trusted that character.

Lairs

Tymora’s lairs preserve uncertainty without making it arbitrary. Routes rearrange after a choice, failed attempts reveal useful information, and objects land where a quick thinker can use them.

The Lady’s House

A busy temple and adventurers’ hall assigns rooms by drawing lots. The least desirable key often opens the safest chamber.

The Open Table

A roadside shrine surrounds a stone gaming table. Honest wagers reveal a hidden path; loaded dice awaken its guardians.

The Turning Stair

Every landing offers two doors, and the route behind changes only after someone commits to a choice.

The Great Wheel

In Brightwater, bridges, gardens, and gaming halls rotate around a central plaza where no prediction remains correct for long.

Shared References

Open a reference for its canonical description and related entries.

Tymora as a chestnut-haired adventurer goddess in sapphire and teal travel clothes with a silver coin medallion.