Kryx RPGThemesCreatures


Large fiend (devil)


Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, charmed, exhausted, frightened, poisoned

Speed 5 m., fly 10 m.
Skills Coercion +14 (25), Divinity (Cha) +14 (25), Insight +4 (15), Perception +11 (22)
Senses truesight 20 m.
Languages all, telepathy 20 m.

Infernal Despair. Each creature within 3 meters of Hutijin that isn’t a devil makes saving throws with disadvantage.

Legendary Resistance (3/day). If Hutijin fails a saving throw, he can choose to succeed instead.

Magic Resistance. Hutijin has advantage on saving throws against spells and other magical effects.

Magic Weapons. Hutijin’s weapon attacks are magical.

Regeneration. Hutijin regains 20 health at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 health and doesn’t regenerate.

Spellcasting. The hutijin uses Divinity (Cha) to cast spells (spell save Difficulty 22, +14 to hit with spell attacks). It has 20 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: alter self (can become Medium when changing her appearance), animate dead, detect magic, invisibility (self only), lightning bolt, stasis, suggestion, wall of fire

1 mana: heal

2 mana: dispel magic

Actions (4)

Bite (1/turn). Melee Weapon Attack: +15 to hit, reach 1 m. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a Difficulty 22 Fortitude saving throw or become poisoned. While poisoned in this way, the target can’t regain health, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw (1/turn). Melee Weapon Attack: +15 to hit, reach 2 m. Hit: 17 (2d8 + 8) slashing damage.

Mace (1/turn). Melee Weapon Attack: +15 to hit, reach 1 m. Hit: 15 (2d6 + 8) bludgeoning damage, or 17 (2d8 + 8) bludgeoning damage if used with two hands.

Tail (1/turn). Melee Weapon Attack: +15 to hit, reach 2 m. Hit: 19 (2d10 + 8) bludgeoning damage.

Teleport (1/turn). Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 20 meters to an unoccupied space he can see.


Fearful Voice (Recharge 5–6). In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 5 meters of him that isn’t a devil must succeed on a Difficulty 22 Will saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin’s Fearful Voice for 24 hours.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The hutijin regains spent legendary actions at the start of its turn.

Attack. Hutijin attacks once with his mace.

Lightning Storm. Hutijin releases lightning in a 5-meter radius. All other creatures in that area must each make a Difficulty 22 Reflex saving throw. On a failed save, a creature takes 18 (4d8) lightning damage, and it can’t take reactions until the start of its next turn. On a successful save, a creature takes half as much damage and isn’t otherwise affected.

Teleport. Hutijin uses his Teleport action.


No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via