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Disciple of Phenax

A well-known Therosian joke says that, of the trio of the Underworld gods, Erebos has all the worshipers, Athreos has none, and Phenax gets the rest. While a few would admit it, this joke plays on a fear that almost every human on Theros has, both Phenax and his followers. Called the god of deception, Phenax's only open followers are the Returned, the soulless undead that wander the mortal plane.   Any living mortal that worships Phenax always does so wrapped in a veil of secrecy, and the most devout among them live in such a way that the rest of the world hardly knows they even exist. Called disciples because of the way they seek to emulate their god, anyone could be a devout worshipper of Phenax- your neighbor, your best friend, or even your spouse. But what truly terrifies the people of Theros about Phenax's disciples is that even if one day you're sure you know someone, the truth could be different tomorrow.   Hidden Agendas Not everyone that worships Phenax is worthy of the title of disciple. Gamblers, spies, and cheaters might all offer devotion to the god of deception, and even a commoner might say a quick prayer to Phenax when they spin a lie. What sets the disciples of Phenax apart from the rest are the ways in which they dedicate their lives to the masked god's ambitions. Each disciple follows their own path, doing as they like, taking what they want, and keeping hidden from those around them. But at the same time, each of them knows that the actions they take somehow play into Phenax's larger plans.   For most Therosians, the idea of an Underworld god whose most devout worshippers might be hiding among them is unnerving enough. But the idea that Phenax has a small army of spies, each performing his bidding and weaving a plan no one can guess at, is downright terrifying. THese fears are never enough to keep them from offering some small amount of devotion to the masked god- after all, everyone lies some times, and no god would intentionally doom the people of Theros. But the fear remains strong enough that when, they see a mage weaving illusions, or a Returned wandering the hills outside of their town, they can't help but suffer the briefest moment of paranoia.  

Disciple of Phenax

A well-known Therosian joke says that, of the trio of the Underworld gods, Erebos has all the worshipers, Athreos has none, and Phenax gets the rest. While a few would admit it, this joke plays on a fear that almost every human on Theros has, both Phenax and his followers. Called the god of deception, Phenax's only open followers are the Returned, the soulless undead that wander the mortal plane.
 
Any living mortal that worships Phenax always does so wrapped in a veil of secrecy, and the most devout among them live in such a way that the rest of the world hardly knows they even exist. Called disciples because of the way they seek to emulate their god, anyone could be a devout worshipper of Phenax- your neighbor, your best friend, or even your spouse. But what truly terrifies the people of Theros about Phenax's disciples is that even if one day you're sure you know someone, the truth could be different tomorrow.


Armor Class12
Hit Points 9d8
Speed30 ft.
Strength10 (+0)
Dexterity14 (+2)
Constitution10 (+0)
Intelligence16 (+3)
Wisdom16 (+3)
Charisma18 (+4)
SkillsDeception d20+6 Persuasion d20+6 Religion d20+7
SensesPassive Perception 13
LanguagesCommon
Challenge4 (1,100 XP)
SpecialSpellcastingThe disciple is a 7th-level spellcaster.Its spellcasting ability is Charisma (spell save DC 14).
It knows the following spells:
Spells 1Cantrips (at will)Acid SplashFriends
Minor Illusion
Spells 21st level (4 slots)Arms of HadarColor Spray
Disguise SelfIllusory Script
Spells 32nd Level (3 slots)InvisibilityMisty Step
Phantasmal Image
Spells 43rd level (3 slots)FearHunger of Hardar
Major Image
Spells 54th level (1 slot)Phantasmal Killer
Action 1DaggerMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d5+2 piercing damage,and the target must succeed on a DC 14 Wisdom saving throwor be stunned until the end of its next turn
Action 2Information Theft (Recharge 3-6)The disciple chooses a creature that it can see within 30 feet,then make an Intelligence (Religion) check
contested by the target's Charisma saving throw.On a failed save the target takes an amountof psychic damage equal to half the result of theDeception check and for 1 minute the disciple gains the ability to cast one spell
of 4th level or below that the target knows,and the target loses the ability to cast that spell.The disciple loses the ability to cast that spelland the target regains the ability to do so if
the disciple uses this ability again

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