Tiny Fiend (Demon), Any Chaotic Alignment
Armor Class 18 Spectral armour
Hit Points 30 (30d4 + 75)
Speed 60 ft., The Yntli cannot fly higher than 60 ft. above ground. , swim 50 ft., burrow 40 ft. The Yntli cannot burrow more than 40 ft. below ground.
STR
1 (-5)
DEX
24 (+7)
CON
20 (+5)
INT
8 (-1)
WIS
18 (+4)
CHA
6 (-2)
Skills Deception +20, Perception +13, Stealth +17
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Truesight 120 ft., Passive Perception 13
Languages All (The Yntli cannot physically speak.), Telepathy (The Yntli can target any number of creatures within 120 ft. of itself. All targeted creatures can understand and communicate with each other telepathically.)
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The Yntli can breath air and water.

Innate Spellcasting. The Yntli’s innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, identify, levitate, mage hand

3/ day: control weather, invisibility

Actions

Multiattack. The Yntli can make two spectral orb attacks.

Spectral Orb. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 30 (6d6 + 9) psychic damage.

Wraith Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 9) force damage.

Psychic Bomb (Recharge 6). Ranged Weapon Attack: +8 to hit, range 150ft., one target. Hit: 54 (12d8) psychic damage. On a hit the target must make a DC 17 Intelligence saving throw, and on a failed save every creature within a 15 ft. radius is pushed 10 ft. away from it and takes force damage equal to half the psychic damage the target just took. On a successful save the original psychic damage is halved, and creatures are not  pushed.

Reactions

Cosmic Clone. When the Yntli takes damage it can use its reaction to clone itself. The clone is a true physical copy of the Yntli with 12 hit points and an AC of 10, and it is indistinguishable from the original but cannot attack or cast spells. A DC 17 Perception check reveals the original. The clone mirrors everything the Yntli does, but in reverse. The clone can be dismissed by the Yntli or it exists until it dies. This reaction can only be used once per 24 hours. A Yntli can only have up to one clone at a time. Evil Yntli lose this ability upon manifesting.

Legendary Actions

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Mythic Actions

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Description

Yntli’s are mythical creatures said to have been born inside the constalations of the night sky. They only appear in the world when a giant sings to the stars, while preforming impressively heroic deeds under the Yntli’s ever curious eyes. It’s said that Yntli’s cannot become apart of this world unless a giant sacrifices itself to the demon of exploration and discovery. In exchange for its mortal bonds, the giant itself is immediately reborn as a Yntli among the stars. Because Yntli’s are born from giants, the large humanoids are often found to be the most likely to sight one of these mythical beings. Most Yntli are tiny chaotic tricksters who get the giants to help them defeat their evil counterparts in order to become whole. As chaotic as they are though, the only constants about Yntli is that they cannot enter the abyss, and that they are forced to respect any beings directly involved in their many births. Both of these are curses, given to the Yntli when they were banished from the abyss, and their adherence to these rules are followed as loosely as extantly possible.

Yntli’s are beautiful, fish-like creatures with long flowing fins, and a spear shaped head. Their bodies are seemingly made out of stardust and their eyes glow like stars. Every joint in its body, along with the fingers of its fins remarkably resemble constalations.

Alas, for as beautiful as they appear, they are in fact demons, although they were cast out of the abyss for their generally peaceful nature and almost annoyingly childlike curiosity of the stars. To those who know of them on the mortal world, good and neutral Yntli’s are thought of as demons of exploration and discovery, and seeing one almost guarantees wellbeing on a long journey.

There are evil Yntli in existence, although they are extremely rare. Upon birth, evil Yntli are forced from the constalations they were born inside and bound to the mortal world where they exist in a spectral state. They are unable to manipulate physical objects and although these beings are can appear invisible or spectral they cannot move through physical barriers and are still restricted by the same physical laws as mortals. As such they rely on the possession of said mortals to achieve their goals. Xanquellot is the only and best known example of an evil Yntli.

A Yntli’s primary drive in its existence is to explore. They are all born chaotic in nature and if they are not evil they are neutral at birth. They are almost always born as twins, one evil and one neutral because most mortals, including giants, are not strictly good or evil, and as such their souls split apart into opposite representations of itself. The evil ones are visably different and hate their counter parts because they can freely explore the night sky. A chaotic neutral Yntli who chooses to hunt an evil one does so because they were born of the same giant soul and are technically two parts of the same being,  split at their birth. The reason why a neutral twin is always born alongside an evil one and not a good one lies in the fact that Yntli are in fact demons. Sacrificing your life to become a demon is considered an evil act, unless you are completely pure of heart. A strictly good or evil Yntli can be born alone, but that requires a giant of pure good or evil to sacrifice themselves in the name of the night stars.

The only way for the Yntli to feel complete again is to defeat and absorb its counterpart. A neutral or good Yntli are the only things that can harm an evil Yntli that has not yet manifested in the mortal world. The better tempered Yntli can still be hurt and killed by mortals with silvered weapons before manifestation though. An evil Yntli can only manifest itself if it kills its neutral counterpart. Respectively, neutral Yntli manifest into good versions of themselves when they defeat their evil side. This is the most common way good Yntli are born.

Before they manifest an evil Yntli appears as their counter parts, except they appear translucent like glass, and their constalations are connected by unstable lightning while the stars themselves resemble black holes. They can choose to become invisible, but they lose this ability when they manifest. When they do finally achieve their goal, for a brief moment they appear as other Yntli do, small and beautiful. Suddenly they revert to their original appearance and mutate. Their joints turn into eyes that weep black tar, while the golden trails connecting the constalations mutate into diseased tongues as finally their glasslike bodies dissolve into black smoke. They grow in size, eyes and tongues multiplying until they block out the sky. These evil variants are smarter, wiser, more cunning than good or neutral Yntli. Their evil and bloodlust burns in a thousand eyes, and expresses itself in ten thousand tongues. The drive to explore and discover never subsides, and without the need to limit their physical form they become relentless. As evil as they are though, they can’t seem to bring themselves to physically harm children, although that dies not stop them from tormenting them with visions or killing those around said child. Evil Yntli can force the birth of other Yntli by manifesting itself and then preforming a ritual in a giant that corrupts its soul completely. The corrupted giant then sacrifices itself to the night stars at the coast and an evil Yntli is assured to be born. The most powerful of evil Yntli are even known to be able to enact a ritual that turns humans into mimics, although the human must be magically adept. 

(Chaotic Evil Yntli are gargantuan creatures when they manifest. Their stats are STR 1/ DEX 6/ CON 20/ INT 18/ WIS 18/ CHR 16. Chaotic neutral and good Yntli share the statistics shown in the block.)

Lair and Lair Actions

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Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

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Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

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If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalDesert

Skreag