| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 18 | +4 | +7 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 15 | +2 | +5 |
| CHA | 20 | +5 | +8 |
Mirror Face. Any creature that looks at Thessix’s face must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns.
Reality Warp. Thessix can cast dispel magic at will, and once per short rest can cast plane shift (self only) or teleport without material components.
Infernal Authority. Thessix can command any fiendish creature or trapped soul aboard the train as if under a dominate person spell (DC 18 Wisdom save).
Spectral Cane. Melee Weapon Attack:
+8 to hit, reach 5 ft., one target.
Hit: 14
(2d8 + 5) psychic damage.
The target must succeed on a DC 16 Wisdom saving throw or be paralyzed until the end of its next turn.
Memory Drain (Recharge 5–6). Thessix targets one creature within 30 ft. that can see him. The target must succeed on a DC 18 Intelligence saving throw or lose one randomly determined memory (GM’s choice), causing disadvantage on ability checks and attack rolls for 1 minute.
Rewrite Reality (1/Day). Thessix warps the area in a 30-foot radius around him. Each creature in that area must succeed on a DC 18 Charisma saving throw or be trapped in an illusion where time loops back 1 minute, effectively forcing a rerun of the last turn.
None:
None:
Thessix can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Thessix regains spent legendary actions at the start of his turn.
Command Soul. Thessix targets one fiend or trapped soul within 60 ft. The target makes one melee weapon attack or casts a cantrip of Thessix’s choice.
Dark Reflection. Thessix summons a shadow duplicate of himself in an unoccupied space within 10 ft. The duplicate mimics his Spectral Baton attack once (at half damage).
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: (1d8 + 2) psychic damage.
Shift Reality (Costs 2 Actions). Thessix teleports up to 30 feet to an unoccupied space he can see and becomes invisible until the start of his next turn.
NA
Description
Conductor Thessix
Once a loving father and brilliant engineer, Thessix made the ultimate sacrifice to preserve his dying daughter, building the Locomortis as both sanctuary and prison. He now walks its haunted corridors in a tattered conductor’s uniform, his once-kind face obscured by a cracked porcelain mask. Faint glimpses of his humanity show through: a tremor in his hand, a weary sigh, the way he speaks her name.
His coal-fire eyes burn not with malice, but with sorrow. The ticking of a backward-turning pocket watch follows him, a reminder of time he can never reclaim. Surrounded by curling black smoke and memories that refuse to fade, Thessix commands the Locomortis—half guardian, half prisoner—fighting to sustain a fragile illusion of life for the one he loves most.
Lair and Lair Actions
None:
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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7/18/2025 11:04:44 PM
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4
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1
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Coming Soon
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