Large Celestial (Devil), Lawful Evil
Armor Class 23 (Natural armor)
Hit Points 580 (40d10 + 360)
Speed 50 ft., fly 150 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws INT +17, WIS +17, CHA +19
Skills Arcana +16, Insight +17, Intimidation +19, Perception +17, Persuasion +19
Damage Resistances Cold, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 100ft, Darkvision 1000ft, Tremorsense 30ft, Truesight 60ft, Passive Perception 26
Languages All, telepathy 120ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Devil's Sight. Magical darkness doesn’t impede Zyndros' darkvision.

Zyberous Weapons. Zyndros' weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 36 (8d8) psychic damage (included in the weapon attacks below).

Innate Spellcasting. Zyndros' innate spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), detect evil and good, sleet storm, invisibility(self only), wall of force

3/day each: blade barrier, dispel evil and good, finger of death


Legendary Resistance (3/Day). If Zyndros fails a saving throw, he can choose to succeed instead.

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

Regeneration. Zyndros regains 20 hit points at the start of his turn. 

Origin Caster: Zyndros can cast every spell on the Sorcerer spell list (Except Wish) once per day, without material components. 

Actions

Multiattack. Zyndros attacks three times with his bastard sword or four times with Eldritch Blast. He can substitute Horrid Touch for one of these attacks.

Twilight's Edge, Bastard Sword +3. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) slashing damage, or 22 (2d10 + 11 slashing damage if used with two hands, plus 36 (8d8) psychic damage.

Eldritch Blast. Ranged Spell Attack: +19 to hit, range 240 ft, Hit: 16 (1D10+10) force damage.

Horrid Touch. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned (DC 27 Constitution) for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. Zyndros magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Zyndros can take 3 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. Zyndros regains spent legendary actions at the start of his turn.

Nightmare Gaze (Costs 2 Actions). Zyndros turns his magical gaze toward one creature he can see within 120 feet of him and commands it to die. The target must succeed on a DC 27 Wisdom saving throw or take 44 (8d10) psychic damage

Teleport. Zyndros uses his Teleport action.

Aid from Disturbia. Zyndros pulls a silver thread out of thin air and magically summons a Githyanki Supreme Commander, Githyanki Kith’rak, Githzerai Anarch, or Githzerai Enlightened to a nearby unoccupied space within 5ft of Zyndros. Only one of each type of Gith can be summoned per short rest.  

Dimension Scream: (Costs 3 Actions). Zyndros lets loose a wail of terrifying necrotic and psychic violence. One target within 120ft of Zyndros with less than 100 hp dies. 

Lair and Lair Actions

Zyndros makes his lair in The Darkness in a place he has named Disturbia. Zyndros sits atop The Seat at the center of Disturbia, and has made this his home for the last three thousand years. Whether by some divine force or his own decision, he does not leave The Seat. Over time, Zyndros has cultivated the atmosphere and magic around The Seat to respond in tandem with his own wishes and actions. All Gith are brought to Zyndros at The Seat the time of their birth and given a blessing by him, making The Seat considered the most sacred place in all of Disturbia.

Lair Actions

On initiative count 20 (losing initiative ties), Zyndros can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Zyndros uses his command of The Darkness to tear a rift in reality, summoning four Githyanki Warriors to anywhere within The Seat. 
  • Zyndros causes magical darkness to fall within The Seat. This darkness can only be dispelled by a Dispel Magic DC19 check, or a Sunburst spell. Gith can see through this darkness as if it was dim light. 
  • Each Gith that Zyndros can see uses it's reaction to move up to its speed. 
  • Zyndros casts the Banishment spell.

 

Regional Effects. The region containing Zyndros' lair is warped by his presence, which creates all of the following effects:

  • The area within The Seat is under the effects of a dampening field. All thunder damage is treated as if the target has resistance while within The Seat. 
  • The Seat is raised up high above all the rest of Disturbia, and therefore is more susceptible to lightning strikes. All saving throws to avoid lightning damage are done at disadvantage. All spell attacks that cause lightning damage are done at advantage.

Monster Tags: DevilTitanPsionic

Arixmethes

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