Hyperion, Titan god of light and heavenly observation
Hyperion is a titan god of light and heavenly observation in Greek mythology.
- Pantheon: Greek Pantheon
- Deity Title: Titan god of light and heavenly observation
- Deity Symbol: Sun disk or a radiant crown
- Home Plane: Mount Olympus
- Deity Level: Greater deity
- Alignment: Lawful Good
- Aliases: None
- Superior: None
- Traditional Allies: Helios, Selene, Eos, Apollo, Athena, Zeus
- Traditional Foes: Cronus, the Titans, Gaia, Typhon, Atlas
- Divine Artifact: None specifically attributed to Hyperion, but he was said to possess the “light of the Titans”.
- Servants: Theia (wife), Euryphaessa (daughter), and the Heliades (sons)
- Servitor Creatures: None specifically attributed to Hyperion
- Sacred Animal: None specifically attributed to Hyperion
- Manifestations: Radiant light, the rising and setting sun, bright flashes of lightning
- Signs of Favor: A warm glow around the body, the sudden appearance of sunlight on a cloudy day
- Worshipers: Astronomers, stargazers, sun worshippers, those seeking illumination and enlightenment
- Cleric Alignments: Lawful Good, Lawful Neutral
- Specialty Priests: Solar priests, skywatchers, oracles
- Holy Days: The summer and winter solstices, the equinoxes, and the first day of each month
- Portfolio: Light, heavenly observation, the sun, the stars, the seasons
- Domains: Good, Law, Sun, Knowledge
- Favored Weapon: Longbow
- Favored Class: Cleric
- Favored Race: Humans
- Duties of the Priesthood: Study the movements of the sun and stars, offer daily prayers to Hyperion, spread knowledge and enlightenment
- Major Cult/Temple Sites: The Temple of Hyperion at Helios in Rhodes, the Temple of the Sun in Corinth, the Temple of the Skywatcher in Athens
- Benefits: Hyperion’s followers gain proficiency in Astronomy, Navigation, and Perception skills, and have a higher chance of successfully navigating by the stars. They are also granted the ability to cast the spells Daylight and Sunburst.
Hyperion is a powerful titan god, known for his control over the sun and sky. He is often depicted as a towering figure, with piercing eyes and a commanding presence that demands respect from all who meet him. Hyperion’s greatest strength lies in his ability to control the forces of nature, particularly the sun, which he brings forth each day to illuminate the world.
Despite his immense power,he is a relatively reserved deity, preferring to spend much of his time in solitude, contemplating the mysteries of the universe. He is a deeply philosophical being, with a keen intellect and an insatiable thirst for knowledge. He is driven by a desire to understand the inner workings of the cosmos and to unlock the secrets of the universe.
While he may seem aloof and detached from mortal affairs, Hyperion is fiercely protective of his domain and will not hesitate to unleash his full power against any who threaten it. He sees himself as a guardian of the natural world, a steward of the forces that govern existence. Heseeks to maintain the delicate balance of nature, and will go to great lengths to protect it from those who seek to disrupt or destroy it.
Hyperion is a towering figure with rippling muscles, standing over 10 feet tall. He has a chiseled jawline, piercing blue eyes, and a regal bearing that commands attention. His hair is golden and his skin has a radiant glow, as if imbued with the power of the sun itself. He carries himself with confidence and pride, as befits a god of his stature and power.
Despite his isolation and detachment from mortal concerns, he is revered by many, particularly among those who seek to understand the mysteries of the cosmos. He is a figure of great wisdom and knowledge, and his teachings have influenced countless philosophers and thinkers throughout history. While he may be distant and enigmatic, Hyperion is a deity whose power and influence cannot be denied.
- Hyperion, Titan God of Light and Heavenly Observation 5e Stat Block
- Hyperion, The Burning Dawn 3.5 Stat Block
Hyperion, Titan God of Light and Heavenly Observation
Gargantuan celestial (titan), lawful good
Armor Class 88 (–4 size, +24 Dex, +44 natural, +14 deflection)
Hit Points 1,500 (100d20+500)
Speed 100 ft., fly 500 ft. (perfect)
STR 30 (+10) | DEX 58 (+24) | CON 30 (+10) | INT 38 (+14) | WIS 50 (+20) | CHA 45 (+18)
Saving Throws Fort +55, Ref +55, Will +60
Skills Fly +72, Knowledge (arcana) +70, Knowledge (history) +70, Knowledge (planes) +70, Perception +75, Sense Motive +75
Damage Resistances epic, adamantine
Damage Immunities acid, cold, electricity, fire, mind-affecting effects, petrification, polymorph
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses all-around vision, blindsight 1,000 ft., darkvision 1,000 ft., low-light vision, true seeing
Languages All
Challenge 40 (11,194,240 XP)
Divine Aura. Hyperion’s presence imposes a -4 penalty on attack rolls, damage rolls, and saving throws of all creatures within 1 mile.
Divine Blast. As a standard action, Hyperion can unleash a blast of divine energy that deals 30d10 damage to all creatures within a 1-mile radius. A successful DC 50 Reflex save halves the damage.
Divine Sight. He can see perfectly in darkness of any kind, and can see invisible or ethereal creatures as if they were visible.
Heavenly Observation. Hyperion can perceive anything within 10 miles of his current location as if he were there.
Immortal. He is immune to aging, and cannot be killed by natural causes or mundane weapons.
Actions
- Multiattack. He can use its Divine Blast. It then makes three Divine Strike attacks.
- Divine Strike. Melee Weapon Attack: +25 to hit, reach 15 ft., one target. Hit: 64 (4d12 + 10) bludgeoning damage plus 80 (20d6) radiant damage.
Legendary Actions
Hyperion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hyperion regains spent legendary actions at the start of its turn.
- Divine Strike. He makes a single melee attack against a target within range. The attack deals 4d12+80 damage.
- Heavenly Shield. He creates a shield of divine energy that grants him a +8 deflection bonus to AC for 1 round.
- Divine Intervention. He can take an additional action on his turn, or grant an additional action to a creature within 60 feet of him. This ability can be used once per round.
Lair Actions
On initiative count 20 (losing initiative ties), Hyperion takes a lair action to cause one of the following effects. Hyperion can’t use the same effect two rounds in a row:
- Bright Light. He floods the area with intense light, causing all creatures within 1 mile of his lair to become blinded for 1 round unless they succeed on a DC 50 Constitution saving throw.
- Heavenly Presence. Hyperion’s divine aura intensifies, causing all creatures within 1 mile of his lair to become frightened for 1 minute unless they succeed on a DC 50 Wisdom saving throw.
- Celestial Barrier. He creates a barrier of divine energy that encircles his lair, preventing any creature from entering or leaving the area for 1 round.
Regional Effects
The region within 10 miles of Hyperion’s lair is subject to the following effects:
- Divine Light. The region is filled with bright light, and all creatures within it have advantage on Wisdom (Perception) checks that rely on sight.
- Heavenly Protection. Creatures within the region gain resistance to radiant damage and advantage on saving throws against spells and effects that deal radiant damage.
- Celestial Blessing. Once per day, a creature within the region can call upon Hyperion’s blessing to gain the effects of a heal spell.
If Hyperion is slain, these effects fade over the course of 1d10 days.
Hyperion, The Burning Dawn
Used with permissiom from Palindrome
Hyperion, The Burning Dawn | |
Colossal outsider (Chaotic, Evil, Extraplanar) | |
Hit Dice | 70d8 (outsider) plus +1190 (1750 hp) |
Initiative | +10 (+2 Dexterity, +8 Superior Initiative) |
Speed | 150 ft. |
Armor Class | 69 (-8 size, +32 natural, +24 divine, +11 deflection) |
Base Attack/Grapple | +70/+111 |
Attack | 2 fists +90 melee or +87 melee touch or +64 ranged touch |
Full Attack | 2 fists +90 melee (3d6 plus +2d6 (fire) plus +25/17-20/x2 plus +1d6 (Overwhelming Critical) and Fort save DC 70 or die) or +87 melee touch or +64 ranged touch |
Space/Reach | 30 ft./30 ft. |
Special Attacks | The Burning Dawn, spells, spell-like abilities, rebuke undead, outsiders, and water creatures/command fire creatures 14/day |
Special Qualities | DR 30/epic, Tricks of Light, SR 55 |
Saves | Fort +60, Ref +39, Will +49 |
Abilities | Strength 60, Dexterity 14, Constitution 45, Intelligence 32, Wisdom 34, Charisma 32 |
Skills | Bluff +84, Climb +88, Concentration +90, Diplomacy +104, Escape Artist +65, Heal +35, Intimidate +94, Jump +98, Knowledge (all) +84, Listen +84, Search +84, Sense Motive +84, Spellcraft +83, Spot +84 |
Feats | Ability Focus (The Burning Dawn), Awesome Blow, Cleave, Enlarge Spell, Empower Spell, Extend spell, Great Cleave, Improved Bull Rush, Improved Critical (unarmed strike), Improved Initiative, Improved Sunder, Persistent spell, Power Attack, Twin Spell, Weapon Focus (unarmed strike) |
Epic Feats | Devastating Critical (unarmed strike), Dire Charge, Epic Fortitude, Epic Weapon Focus (unarmed strike), Expeditious Metamagic, Improved Metamagic, Overwhelming Critical (unarmed strike), Planar Turning, Superior Initiative |
Enviroment | Tartarus |
Organization | Unique |
Challenge Rating | 41 |
Treasure | Gear |
Alignment | Chaotic Evil |
Advancement | – |
Combat
If Hyperion is facing enough opponents to present a potential thread if unified, Hyperion will use his Tricks of Light in order to break them apart using prepared and extended mirage arcanas and hallucinatory terrains. Once scattered, he then hunts them down one by one, incinerating them until there is nothing left. Hyperion prefers distance combat to melee (although he is equally competent at both), and will either choose to burn his opponents using rays of light or use enlarged spells long before throwing a punch.
Spell-Like Abilities (Sp)
- At will: alter self, analyze dweomer, commune with nature, cure critical wounds, eyebite, freedom of movement, fly, fog cloud, produce flame, protection from energy, read magic, remove curse, sanctuary, sending, speak with animals, soften earth and stone, speak with plants, summon monster VI, greater teleport, wind wall.
- 3/day: antilife shell, astral projection, greater dispel magic, greater scrying, invisibility purge, plane shift.
Caster level 53rd; save DC 22 + spell level.
The save DCs are Charisma-based.
The Burning Dawn (Ex) Hyperion is continually surrounded by an aura of ferociously powerful light. Living creatures that can see Hyperion within 200 feet must make a Fort save DC 53 or else become permanently blind. Creatures within 100 feet of Hyperion additionally take 4d10 points of damage from the intense heat which he continually generates; half of this damage is cosmic in nature, and should Hyperion strike an opponent with his powerful fists, they take an additional 2d6 points of fire damage. Hyperion may suppress or restore his ability to burn all things with his light as a free action.
He will almost never do so except in the presence of Theia or Cronus, who commands this gesture of respect on Hyperions part through the fact that Hyperion knows that Cronus will have little hesitation to beat him into unconsciousness otherwise. Anyone who strikes Hyperion with a weapon must additionally make a Ref save DC 53 or else their weapon is simply melted or incinerated through contact with Hyperions blazing body; only artifacts are immune to this particular effect.
Hyperion may additionally chose to attack his foes with rays of light as a ranged touch attack; each ray of light that he generates in this manner may be up to 150 feet long and does 20d10 points of damage, half of which is also cosmic in nature. (Ref save DC 53 for half damage).
Beings can defend themselves from the destructive effects of The Burning Dawn through epic spells based on the ward seed, but other forms of mortal magic are ineffective at providing a defense against Hyperions destructive power.
Tricks of Light (Sp) Although Hyperion has been cast down from his time when he was worshipped as the Patron of Light upon thousands of Prime Material Planes, he has still retained a significant measure of his former prowess. This prowess is represented through Hyperions ability to perform Tricks of Light.
Through manipulating light itself, Hyperion may simulate any illusionist spell that produces a visual effect. As a result, Hyperion may select all spells that qualify as part of his Clerical spell selection.
Hyperion possesses Divine Rank 0, and to those few remaining worshippers that he has, he retains the capability of granting spells from the domains of Sun and Fire, although due to his disdain for them, he rarely bothers to do so. Furthermore, Hyperion is treated as a unique creature with regards to summoning attempts like the spell gate.
Clerical Spells (Sp) 6/8+1/8+1/8+1/8+1/7+1/7+1/6+1/6+1/6+1/5+1. Hyperion has access to the Evil, Fire, and Sun domains.
Hyperion casts his Clerical spells at 35th level, except for Evil spells which he casts at 36th level.
Saving throws against Hyperion’s Clerical spells are DC 22 + spell level.
The saving throw DC’s are Wisdom-based.
Hyperion may command fire-based creatures and rebuke water-based creatures, outsiders, and undead 14/day. Hyperion’s rebuke/command check is 1d20 + 17 and Hyperion’s check to dispel turning is 2d6 + 46.
Currently in the World
Hyperion has been a powerful figure throughout history, and the 1450s are no different. He walks among humans, observing their actions and plotting his next move. His striking appearance and regal demeanor often draw attention, though he prefers to keep to the shadows. Hyperion believes that humans are weak and in need of guidance, and he sees himself as the one who can provide it.
In the 1450s, He is focused on the ongoing conflict between the Ottoman Empire and the Byzantine Empire. He sees this as an opportunity to establish himself as a powerful figure and gain the respect and admiration of the people. He has taken on the guise of a nobleman, using his charisma and cunning to manipulate those around him. He has aligned himself with the Ottomans, seeing them as the more powerful and likely to come out on top.
However, Hyperion’s ultimate goal goes beyond the conflict between empires. He seeks to establish himself as a ruler, a king who will guide humanity to a new age of prosperity and enlightenment. He believes that the current ruling powers are corrupt and ineffective, and that a new order is needed. Hyperion sees himself as the only one capable of bringing about this change, and he is willing to do whatever it takes to achieve it.
Despite his grand ambitions, Hyperion is not without compassion. He recognizes that humans are flawed and that they suffer greatly. He wants to bring an end to their pain and provide them with a better life. However, he also recognizes that the path to a better future is paved with sacrifice and struggle. Hyperion is willing to make these sacrifices, even if it means he is seen as a villain by some.
As Hyperion moves through the world, he is constantly plotting and scheming, looking for ways to further his goals. He believes that the 1450s are a crucial turning point in history, and that the actions he takes now will have far-reaching consequences. Hyperion is a force to be reckoned with, a figure who will stop at nothing to achieve his vision for the world.