Hand of Jigar-Khor. The spawn tyrantwields the Hand of Jigar-Khor. Through it, it can cast following spells as via the Hand of Jigar-Khor: teleport (once), toll the dead (at will), frostbite (at will), eldritch blast (at will), infernal calling (once), danse macabre (twice), mental prison(once), power word pain (once), synaptic static (once), finger of death (once). It regains the ability to do so again at midnight.
Eye of the Swarm Mind. The tyrant is the bearer of the Eye of the Swarm Mind. The tyrant can cast the following spells as via the Eye of the Swarm Mind: cause fear (twice), charm monster (once), Aganazzar's scorcher (4th level, twice), feeblemind (once), simulacrum (once), counterspell
(thrice), mind swap (once). It regains the ability to do so at midnight.
Draconic Ancestry. The tyrant has resistance to the damage type associated with the color of its scales and possesses a breath weapon.
Devilish resilience. The tyrant gains resistance to one chosen damage type. It can also cast fireball twice.
Legendary Resistance. The tyrant has 3 legendary resistances, which it may use, whenever it fails a saving throw, to instead succeed on that saving throw.
Mutual Suffering. Once between long rests, the tyrant links its perpetually tormented soul to the soul of one being within sight. The creature needs to make a DC 20 Constitution save or become linked. 2 next attacks that hit and damage the tyrant also damge the target, for half the damage.
Cast a Spell. The tyrant casts one of its spells. Spell attack bonus equals +9, spell save DC is 19.
Staff of Dragons. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 3) bludgeoning damage. The target makes a Con save DC 15 or becomes poisoned.
Breath Weapon.(Recharge 4-6): AoE: Dex save, DC 18. 6d6 acid damage on a failed save and half as much on a succesful one.
Hellish rebuke. The spawn tyrant can cast hellish rebuke as 3rd level spell as his reaction, thrice between rests.
Counterspell. The spawn tyrant can cast counterspell as its reaction, as a 5th level spell. It has a +7 modifier to the roll, if it needs to make one.
Shield. The spawn tyrant can cast shield spell twice as a reaction.
The abishai has 4 legendary actions oeach round, which it can use outside of initiative order. It regains all legendary actions at the start of its turn.
Cast a spell(1 action). The tyrant casts one of its spells.
Breath Weapon(1 action). The abishai uses its breath weapon.
Flight(1 action). The abishai flies up to its speed.
Dread Look(2 actions). The abishai forces every frightened creature that sees it to make a DC 20 Constitution saving throw. On a failed save, the creature takes 3d10+15 psychic damage and becomes charmed by the tyrant.
Frightful Presence(1 action). The abishai extorts its will over all creatures in its domain. Every creature within 50 ft. of the spawn tyrant needs to succeed on a DC 20 Charisma save or become frightened of it til the next of its next turn.
Description
Standing at over 8 ft. tall, this humanoid resembling a wicked dragonborn, holds the dominion over an abishai army, sent to the mortal realm by the devils. It has the ability to create new thralls at will. It has been given powerful artifacts to help it extort its will on mortals, which allow it to cast powerful spells and gain other benefits. Any who dare enter the tyrant's domain soon fall to its servants' blades or the might of its magical prowess.
Lair and Lair Actions
If the tyrant is in its lair, it may use its lair action.
Lair Actions
On initiative count 20(losing initiative ties), the spawn tyrant takes a lair action to cause one of the following effects; the can’t use the same effect two rounds in a row:
- 2d4 abishai spawn are summoned and act on tyrant's turn in combat.
- Out of the cracks in the floor black smoke pours, making the area heavily obscured until dispelled or another lair action is taken.
- One of the magical items or spell scrolls from the hoard is used either on the enemies of the abishai or the tyrant itself.
- Up to 3 illusions of the tyrant appear and it interchanges its place with one of them. Each illusion can cast one of them tyrant's spells before disappearing.
- Any creature frightened by the tyrant is forced to make a Constitution saving throw, DC 19. On failed save, the creature turns into an abishai. If the creature remains frightened by the tyrant for 2 or more rounds, the change becomes permanent and the creature regards the tyrant as its master.
- Up to 3 creatures within 30 ft. of the tyrant are forced to make an Intelligence saving throw, DC 19. On a failed save, they become hostile towards each other, overtaken by greed.
Regional Effects
The region containing a legendary tyrant’s lair is influenced by it, which creates one or more of the following effects:
- The dreams of mortals are invaded and show them the visions of hellish landscape, eventually turning them mad.
- Turning any creature that stays long enough within reach into abishai spawn.
If the spawn tyrant dies, these effects fade over the course of 4d4 days.
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