Tyr

The Maimed God

God of justice

CR 35Greater deityLawful goodJustice

Avatar of Tyr

Large celestial (avatar), lawful good

Armor Class
28 (divine armor)
Hit Points
695 (50d12 + 370)
Speed
60 ft., fly 120 ft. (hover)
STRDEXCONINTWISCHA
30 (+10)24 (+7)30 (+10)26 (+8)28 (+9)30 (+10)
Saving Throws
Str +20, Dex +17, Con +20, Int +18, Wis +19, Cha +20
Skills
Insight +29, Investigation +18, Perception +29, Persuasion +20, Religion +28
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison, psychic
Condition Immunities
blinded, charmed, frightened, poisoned, stunned
Senses
truesight 120 ft., passive Perception 39
Languages
all, telepathy 120 ft.
Challenge
35 (350,000 XP)
Proficiency Bonus
+10

Traits

Divine Awareness. Tyr knows the alignment and emotional state of each creature he can see and knows when he hears a lie.
Legendary Resistance (5/Day). If Tyr fails a saving throw, he can choose to succeed instead.
Magic Resistance. Tyr has advantage on saving throws against spells and other magical effects.
Impartial Justice. Tyr is immune to illusions and to effects that would alter his emotions. No creature gains advantage on an attack roll against him from being unseen.
Sense Injustice. Tyr knows when a creature within 1 mile commits an act of betrayal, theft, or deliberate injustice and knows the location where it occurred.
The Final Appeal (Mythic Trait; 1/Day). When Tyr is reduced to 0 hit points, he instead regains 347 hit points and can use his mythic actions for 1 hour. Each creature within 120 feet loses the benefits of invisibility, shapechanging, and illusion magic until the end of the encounter.

Actions

Multiattack. Tyr makes three Warhammer of Justice attacks.
Warhammer of Justice. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 27 (6d8) radiant damage.
Scales of Justice (Recharge 5–6). Each creature of Tyr’s choice in a 30-foot-radius sphere centered on a point within 120 feet makes a DC 28 Wisdom saving throw. On a failure, a creature takes 55 (10d10) radiant damage and is paralyzed for 1 minute. On a success, it takes half as much damage. A paralyzed creature repeats the save at the end of each of its turns, ending the effect on a success.
Divine Verdict. One creature Tyr can see within 60 feet must succeed on a DC 28 Charisma saving throw or be cursed for 1 minute. While cursed, it has disadvantage on attack rolls and saving throws, and Tyr has advantage on attack rolls against it. The creature repeats the save at the end of each of its turns, ending the curse on a success.
Hand of Justice (Recharge 4–6). A spectral hand restrains one creature within 120 feet. The target must succeed on a DC 28 Strength saving throw or take 36 (8d8) force damage and be restrained until the end of its next turn.

Reactions

Retributive Strike. When a creature within Tyr’s reach makes an attack against him, Tyr makes one Warhammer of Justice attack against it after the triggering attack resolves.
Shield of Law. When Tyr or an ally within 30 feet is hit by an attack, Tyr adds 5 to the target’s AC, including against the triggering attack.

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.

Divine Strike. Tyr makes one Warhammer of Justice attack.
Judgment Call (Costs 2 Actions). Tyr uses Divine Verdict.
Heavenly Shield (Costs 3 Actions). Tyr and allies within 30 feet gain a +5 bonus to AC and saving throws until the start of Tyr’s 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.

Divine Insight. Tyr and his allies have advantage on attack rolls and saving throws until initiative count 20 on the next round.
Aura of Truth. Until initiative count 20 on the next round, creatures in the lair cannot knowingly lie or benefit from illusion magic.
Chains of Justice. One creature within 60 feet must succeed on a DC 28 Dexterity saving throw or be restrained until initiative count 20 on the next round.
Equal Measure. Until initiative count 20 on the next round, when a creature deals damage to another creature, it takes radiant damage equal to half the damage dealt.

Mythic Actions

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

Compelled Testimony. One creature within 120 feet must succeed on a DC 28 Charisma saving throw or answer one question truthfully and completely using its reaction.
Sentence Pronounced (Costs 2 Actions). Tyr uses Scales of Justice, and each creature that fails the save is also knocked prone.
The Even Hand (Costs 3 Actions). Each hostile creature within 60 feet makes a DC 28 Constitution saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much on a successful one. Tyr divides the hit points regained by all creatures within that area since the end of his last turn equally among them.

Introduction

Tyr, the Maimed God and the Even-Handed, governs justice, law, and righteous judgment. Judges, magistrates, paladins, and people denied a fair hearing invoke him when procedure has become a shield for power.

Tyr leads the alongside Torm and Ilmater. His faith teaches that law must serve justice, judgment must consider evidence, and authority carries the duty to accept the same standard imposed on others. His missing right hand makes that duty visible: law binds the judge as surely as the accused, and an oath can demand a price the lawgiver must pay first.

The avatar appears when an injustice threatens the legitimacy of an entire realm, when a divine compact requires interpretation, or when vengeance wears the forms of law. He does not arrive knowing which party deserves victory. He arrives able to compel the truth.

Physical Appearance

Tyr appears as a tall, muscular, mature warrior with pale blind eyes and a missing right hand. Steel plate carries restrained navy details and the mark of balanced scales resting above a warhammer.

He holds the Warhammer of Justice in his left hand. His head turns toward speakers with exact attention despite his blindness. False testimony makes metal ring without being struck, while a truthful confession causes every weapon nearby to lower by an inch.

Roleplaying the Avatar

Tyr is solemn, exact, and willing to delay judgment for relevant evidence. He has no patience for procedure used to conceal a predetermined result.

  • Ask what rule applies to the judge.
  • Separate proven facts from reasonable inference.
  • State the remedy after stating the wrong.
  • Allow confession to affect punishment without erasing harm.
  • When deceived, name the lie and continue without anger.

Use in a Campaign

The Lawful Coup

A regent seizes power through technically valid decrees issued under coercion. Tyr asks the party to prove whether the law ever reflected lawful consent.

Judgment of Heroes

The party saved a city by sacrificing an unwilling district. Tyr convenes survivors, officials, and the characters to determine restitution.

The Missing Hand

A relic said to restore Tyr’s hand could also undo the sacrifice that binds a primordial enemy. Rival churches demand opposite judgments.

Trial of a God

A lesser deity violates a divine compact and invokes Tyr as judge. Mortal witnesses hold evidence the divine court cannot compel without destroying it.

Lairs

Tyr’s lairs expose concealment and preserve testimony. Spoken words remain audible, illusions cast contradictory shadows, and every restraint fits the creature whose conduct required it.

Hall of the Even Hand

A circular court gives accuser, accused, and judge equal height. Doors remain sealed until each party states the remedy it seeks.

The Blind Tribunal

No written record is visible inside this underground court, but every wall repeats testimony exactly when struck.

Field of the First Compact

Standing stones record oaths between rival peoples. A broken clause appears as a physical fracture in the responsible stone.

The Court of Justice

In Mount Celestia, petitioners cross bridges that support only those willing to be judged by the rule they invoke.

Shared References

Open a reference for its canonical description and related entries.

Tyr as a blind, one-handed warrior-judge in steel and navy plate, holding a warhammer in his left hand.