Medium Humanoid (Human, Wizard), Lawful Evil
AC 20 natural    Initiative +17 (27)
HP 262 (25d8 + 150)
Speed 30 ft.
Mod Save
STR 15 +2 +2
DEX 20 +5 +5
CON 22 +6 +12
Mod Save
INT 24 +7 +13
WIS 23 +6 +12
CHA 17 +3 +3
Skills Arcana +19, Intimidation +15, Perception +12, Persuasion +9
Resistances Lightning, Thunder
Immunities Psychic; Charmed, Frightened
Senses Truesight 60ft; Passive Perception 22
Languages Common, Dwarvish, Elvish, Halfling
CR 19 (XP 22,000; PB +6)
Traits

Magic Resistance. Tectuktitlay has Advantage on saving throws against spells or other magical effects.

Sorcerer-King Rebuke. Creatures Frightened by Tectuktitlay take 2d8 Psychic damage at the start of each of their turns.

Spellcasting. Tectuktitlay's spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). He can cast the following spells, requiring no material or verbal components:

At Will: Cause Fear, Command, Mind Spike, Thunderwave, Witch Bolt, 

4/Day: Enemies Abound, Fear, Lightning Bolt, Jallarzi's Storm of Radiance, Hold Monster

2/Day: Chain Lightning, Dominate Monster, Power Word Stun

1/Day Each: Power Word Kill, Psychic Scream

Actions
Multiattack. Tectuktitlay makes two Tyrannical Bolt attacks.
Tyrannical Bolt. Melee or Ranged Attack Roll: +13 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d6+7) Force damage plus 4 (1d8) Lightning damage or Psychic or Radiant damage.
Kingly Burst (Recharge 5-6). Wisdom Saving Throw: DC 21, each creature within 30ft of Tectuktitlay. Failure: 6d12 Radiant Damage, and the creature has the Charmed condition. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Success: Half Damage.
Bonus Actions

Tyrant's Will. Wisdom Saving Throw: DC 21, one creature within 60ft of Tectuktitlay. Tectuktitlay casts either Cause Fear or Command, using the same spellcasting ability as Spellcasting.

Legendary Actions
Tectuktitlay can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tectuktitlay regains spent legendary actions at the start of its turn.
Tyrannical Bolt. Tectuktitlay makes a Tyrannical Bolt attack.
Wave of Fear. Tectuktitlay uses Spellcasting to cast Fear. Once he does this, he can't do so again until the start of his next turn.
Sorcerer-King's Orders. Tectuktitlay commands one Charmed creature within 60ft of him to move up to half of their speed and make one melee weapon attack against the nearest allied creature. If no allies are within reach, the Charmed character attempts to move as close to the nearest ally as it can.

Habitat: Urban

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