Kryx RPGThemesMonsters

Titivilus

Medium fiend (devil)
Challenge
16 (15,000 XP)

STR
4
DEX
6
CON
3
INT
7
WIS
6
CHA
8

127
17d8+51
20
Soak
1
Fort
+8
Ref
+10
Will
+12
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities charmed, exhausted, frightened, poisoned

Speed 12 m., fly 18 m.
Senses darkvision 35 m., passive Perception 16
Skills Coercion +13, Deception +13, Insight +11, Persuasion +13
Languages all, telepathy 35 m.

Dashing Strike. If the titivilus uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Innate Spellcasting. Titivilus’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells:

At will: alter self, animate dead, bestow curse, confusion, image (augmented to major image), modify memory, nondetection, sending, suggestion

3/day each: invisibility (augmented to greater invisibility) (self only), invisibility (augmented to mislead)

1/day each: feeblemind

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

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

Magic Weapons. Titivilus’s weapon attacks are magical.

Regeneration. Titivilus regains 10 health at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if he starts his turn with 0 health and doesn’t regenerate.

Ventriloquism. Whenever Titivilus speaks, he can choose a point within 18 meters; his voice emanates from that point.

Actions

Multiattack. Titivilus makes one sword attack and uses his Frightful Word once.

Silver Sword. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 8 (1d8 + 4) slashing damage plus 16 (3d10) necrotic damage, or 9 (1d10 + 4) slashing damage plus 16 (3d10) necrotic damage if used with two hands. If the target is a creature, its maximum health is reduced by an amount equal to half the necrotic damage it takes.

Frightful Word. Titivilus targets one creature he can see within 3 meters of him. The target must succeed on a DC 21 Will saving throw or become frightened for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 35 meters to an unoccupied space he can see.

Twisting Words. Titivilus targets one creature he can see within 18 meters of him. The target must make a DC 21 Will saving throw. On a failure the target is charmed for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus’s Twisting Words for 24 hours.

Legendary Actions

The titivilus can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The titivilus regains spent legendary actions at the start of its turn.

Assault (Costs 2 Actions). Titivilus attacks with his silver sword or uses his Frightful Word.

Corrupting Guidance. Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 18 meters of him; that charmed target must make a DC 21 Will saving throw. On a failure, Titivilus decides how the target acts during its next turn.

Teleport. Titivilus uses his Teleport action.

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