Medium Fiend (Demon), Chaotic Evil
Armor Class 17 (chain shirt, natural armor)
Hit Points 136 (16d8 + 64)
Speed 35 ft., fly 70 ft.
STR
19 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
15 (+2)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +7, CON +8, WIS +6, CHA +8
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 140 ft., Truesight 30 ft., Passive Perception 17
Languages Abyssal, Infernal, Telepathy 120 ft. Understands Common but can't speak it
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Darxktheolith Tag. The wuyezlttheo has the "(darxktheolith)" creature subtype, which acts the same way it would affect a creature than any other creature subtype.

Pitborn Weapons. The wuyezlttheo's weapon attacks are magical and deal an extra 9 (2d8) necrotic damage + 3 (1d6) psychic damage on a hit (included in the attacks).

Abyssal Void Resistance. The wuyezlttheo has advantage on saving throws against being stunned, knocked prone, frightened and incapacitated.

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

Ambusher. The wuyezlttheo has advantage on attack rolls against creatures it has surprised.

Minor Flyby. Opportunity attacks made against the wuyezlttheo when it flies out of an enemy's reach are made with disadvantage. 

Energy Consumption. Whenever the wuyezlttheo or one of its allies reduces a creature to 0 hit points, the wuyezlttheo has advantage on its next spell attack roll.

Actions

Multiattack. The wuyezlttheo makes two melee attacks and casts one of its "at-will" spells or makes one ranged attack.

Greatscimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage + 9 (2d8) necrotic damage + 3 (1d6) psychic damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 3) piercing damage + 9 (2d8) necrotic damage + 3 (1d6) psychic damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage + 5 (1d10) necrotic damage. 

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage + 5 (1d10) necrotic damage. The wuyezlttheo can choose to deal no damage and instead grapple the target if the target is a creature. While grappled by the wuyezlttheo, the creature takes 1 necrotic damage at the start of each of their turns unless the wuyezlttheo chooses to end such an effect.

Spellcasting. The wuyezlttheo's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The wuyezlttheo can innately cast the following spells, requiring no material components:

At will: suggestion, scorching ray (can deal fire, necrotic, or poison damage), animate dead

4/day each: charm monster, hold person

Abyssal Resurrection (1/day). The wuyezlttheo chooses one creature of CR 14 or lower it can see at a point within 60 feet of it that is dead or is at 0 hit points. That creature returns to life (if dead), stabilizes (if at 0 hit points), and regains 2d12 hit points. If a creature resurrected by the wuyezlttheo is killed again, it cannot be resurrected by any other means.

Bonus Actions

Teleport. The wuyezlttheo teleports to an unoccupied space it can see within 260 feet of it along with all items it is wearing or carrying and any creatures it is grappling.

Reactions

Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

Draining Field. In response to combat starting, all creatures within 30 feet of the wuyezlttheo must succeed on a DC 19 Constitution saving throw or take 9 (2d8) necrotic damage and have a -2 penalty to hit and to damage with its attacks until the end of the wuyezlttheo's next turn. The wuyezlttheo's allies have advantage on this saving throw.

Description

Darxktheoliths are incredibly powerful fiends are what the people of MTG consider normal demons, but they are something else entirely. They live in the Howling Void, a blackened realm beneath the normal 666 layers of the Abyss, where the Darxktheoliths lurk in semi-spiritual forms. However, once these creatures are summoned to another plane of existence that isn’t the Abyss, they take on a fully physical form and do whatever the hell they want. Just like demons and devils that are the result of mainly humanoid souls being condemned to the depths of the Abyss or Nine Hells, darxktheoliths are the result of certain souls being transformed. More specifically, when a semi-immortal being (such as a celestial, certain monstrosities, extremely long-lived undead like a lich, or a long-lived dragon) finally dies that is extremely chaotically evil, its soul heads to be transferred to one of the Lower Planes. While most of these souls end up in other Lower Planes and become empowered fiends or something similar, those that end up in the deepest depths of the Abyss have their souls slowly and entirely consumed by the all-invading darkness, plunging the soul into madness and transforming them into a being of pure evil, aka a darxktheolith. Darxktheoliths have no interest in the matters of the Blood War or of any other planar conflict. Instead, they simply observe the ensuing chaos as entertainment for themselves when they get bored, and due to their status as being higher in power than pretty much all other fiends, they tend to influence the war in more ways than one. 

A wuyezlttheo is a kind of darxktheolith that are experts in sneaking around and hiding in inconspicious places, ambushing their prey in both mind and body. Their attacks strike at the body, minds, and souls of their targets, and their unholy speed and mastery of teleportation during combat makes them even more dangerous. They stand at an average of a little over 7.5 feet tall with wingspans reaching 15 to 16 feet wide, which allows them great maneuverability and speed in flight. When in combat, they often cast their damaging spells from their weapons, sometimes even extending the spell's range by casting it from the tips of their 6 foot long tails, which they keep hidden using magic most of the time in noncombat situations. They look exactly like the illustration of the "Demon of Dark Schemes" Magic: The Gathering card.

Dragonekillax2

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