Nyx: Primordial God of the Night

Huge celestial (divinity), chaotic neutral

Armor Class 19 (natural armor)
Hit Points 322 (28d12 + 140)
Speed 40 ft., fly 60 ft.

12 (+1) 18 (+4) 21 (+5) 24 (+7) 30 (+10) 22 (+6)

Saving Throws Con +12, Int +14, Wis +17, Cha +13
Skills Arcana +14, History +14, Insight +17, Intimidation +13, Perception +17, Religion +14
Damage Immunities radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, restrained
Senses truesight 120 ft., passive Perception 27
Languages Celestial, Common, Primordial; telepathy 120 ft.
Challenge 23 (50,000 XP)

Special Traits

  • Legendary Resistance (3/day). If Nyx fails a saving throw, she can choose to succeed instead.
  • Embodiment of the Night. Nyx is perpetually followed by an impenetrable shroud of primordial darkness. Creatures within 300 feet have their vision restricted to 45 feet for creatures who have a means to see through magical darkness, 30 feet for creatures with at least 60 feet of darkvision, or 15 feet for all other creatures.
  • Primordial Weapons. Nyx’ attacks are magical.


  • Eventide Massacre (Recharge 5-6). Nyx summons all sorts of ghostly teeth and claws from the dark mist that follows her. She targets up to 3 creatures within 300 feet of herself; each target must succeed on a DC 25 Dexterity saving throw or take 33 (6d10) piercing damage, 33 (6d10) slashing damage and 33 (6d10) psychic damage (halved on a success).
  • Multiattack. Nyx makes two Night’s Grasp attacks and uses Brood of Dark Spirits once.
  • Brood of Dark Spirits. Nyx summons a Dark Spirit in an unoccupied space within 30 feet of herself. They are loyal to her and have their own initiative.
  • Night’s Grasp. Melee Spell Attack: +17 to hit, reach 60 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and 9 (2d8) cold damage.


  • Fate Manipulation (1/long rest). When a creature within 90 feet of Nyx makes any roll, Nyx can force this creature to reroll after seeing the result. She can do so on every roll any creature within 90 feet of herself makes until the start of her next turn

Legendary Actions

Nyx 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. Nyx regains spent legendary actions at the start of her turn.

  • Attack. Nyx makes a Night’s Grasp attack.
  • Teleport. Nyx teleports herself up to 60 feet.
  • Nightsurge. Nyx increases the thickness of her Embodiment of the Night around one creature of her choice. Creatures without darkvision are considered blind, creatures with dark vision or a means to see through magical darkness can only see up to 10 feet. The surge ends at the end of the target’s next turn.
  • Child of Chaos (Costs 2 Actions). Creatures within Nyx’ Embodiment of the Night shroud must succeed on a DC 25 Constitution saving throw as she momentarily changes its essence or take 7 (2d6) acid, cold, fire, lightning or thunder damage and become vulnerable to that type of damage until the end of their next turn. Damage is halved on a success and that creature does not become vulnerable.


Nyx is the god of the night, one of the primordial gods who emerged as the dawn of creation. She spawns a brood of dark spirits and is seen as the very substance of night; a veil of dark mists drawn across the sky to obscure the light. Nyx is depicted as a winged god crowned with a halo of dark mists.

Section 15: Copyright Notice

Dungeons & Divinities: Greek Pantheon Codex Copyright 2020 Nicolas (Zehus) Levastre Author: Nicolas (Zehus) Levastre.