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TITIVILUS
Medium fiend (devil), lawful evil
Armor Class 20 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 40 ft., fly 60 ft.
STR
19 {+4)
DEX
22 {+6)
CON
17 {+3)
INT
24 (+7)
WIS
22 {+6)
CHA
26 {+8)
Saving Throws
Dex +11, Con +8, Wis +11, Cha +13
11
Skills Deception +13, Insight + 11 , Intimidation +13,
Persuasion +13
Damage Resistances cold; bludgeoning, piercing,
and slashing
from nonmagical attacks that aren't
silvered
Damage Immunities fire,
poison
Condition Immunities
charmed, exhaustion, frightened,
poisoned
Senses darkvision 120 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)
Innate Spellcasting. Titivilus's
innate spellcasting ability is
Charisma {spell save DC 21). He can inna tely cast the following
spells, requiring
no material components:
At will: alter self. animate dead, bestow curse, confusion, major
image, modify memory, nondetection, sending, suggestion
3/day each: greater invisibility {self only), mislead
l/day
each:feeblemind, symbol (discord or sleep only)
Legendary Resistance (3/Day). lfTitivilus fails a saving throw,
he can choose
to succeed instead.
Magic Resistance. Titivilus has advantage
on saving throws
against spells and other magical effects.
Magic Weapons. Titivilus's weapon attacks are magical.
Regeneration. Titivilus regains 10 hit points at the start of his
turn. lfhe takes cold or radiant
damage, this trait doesn't func·
ti on at the s tart of
his next turn. Titivilus dies only if he starts
his turn with
0 hit points and doesn't regenerate.
Ventriloquism. Whenever Titivilus
speaks, he can choose a
point within 60 feet; his voice emanates from that point.
Multiattack. Titivilus makes one sword attack and uses his
Frightful Word once.
Silver Sword. Melee Weapon Attack: +9 to hit, reach S ft. , one
target. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slash·
ing damage if used with two hands, plus 16 (3d10) necrotic
damage. If the target is a creature, its hit point
maximum is re·
duced by an amount equal to half the necrotic damage it takes.
Frightful Word. Titivilus targets one creature he can see within
10 feet of him. The target must succeed on a DC 21 Wisdom
saving throw or become frightened of him for 1 minute.
While
frightened in this way, the target must take the Dash action and
move away from Titivilus by the safest available route on each
of its turns, unless there
is nowhere to move, in which case it
needn't take the Dash action. The target can repeat the saving
throw at the
end of each of its turns, ending the effect on itself
on a success.
Teleport. Titivllus magically tele
ports, along with any equip·
ment he is wearing and carrying, up to 120 feet to an unoccu-
pied space he can
see.
Twisting Words. Titivilus targets one creature
he can see within
60 feet of him. The target must succeed
on a DC 21 Charisma
saving throw or become charmed by Titivilus for 1 minute. The
charmed target can repeat
the saving throw ifTitivilus deals
any damage to
it. A creature that succeeds on the saving throw
is immune to Titivilus's Twisting Words for 24 hours.
LEGENDARY ACTIONS
Titivilus can take 3 legendary actions, choosing from the op-
t ions below. Only one legendary action option can be used at
a time and only at the end of another creature's turn.
Titivilus
regains spent legendary actions at the start
of his turn.
Assault {Costs 2 Actions). Titivilus attacks with his silver sword
or uses his Frightful Word.
Corrupting Guidance. Titivilus uses Twisting
Words. Alterna-
tively, he targets one creature
charmed by him that is within
60 feet of him; that
charmed target must make a DC 21 Cha·
risma saving throw. On a failure, Titivilus decides how the
target act s during its next turn. .....
Teleport. Titivilus uses his Teleport action.
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CHAPTl\R 6 I BESTIARY
179