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TITIVILUS
Medium fiend (devil), lawful evilArmor Class 20 (natural armor)Hit Points 127 (17d8 + 51)Speed 40 ft., fly 60 ft.STR19 {+4)DEX22 {+6)CON17 {+3)INT24 (+7)WIS22 {+6)CHA26 {+8)Saving Throws
Dex +11, Con +8, Wis +11, Cha +1311Skills Deception +13, Insight + 11 , Intimidation +13,Persuasion +13Damage Resistances cold; bludgeoning, piercing,
and slashingfrom nonmagical attacks that aren't
silveredDamage Immunities fire,
poisonCondition Immunities
charmed, exhaustion, frightened,poisonedSenses darkvision 120 ft., passive Perception 16Languages all, telepathy 120 ft.Challenge 16 (15,000 XP)Innate Spellcasting. Titivilus's
innate spellcasting ability isCharisma {spell save DC 21). He can inna tely cast the followingspells, requiring
no material components:At will: alter self. animate dead, bestow curse, confusion, majorimage, modify memory, nondetection, sending, suggestion3/day each: greater invisibility {self only), misleadl/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 throwsagainst spells and other magical effects.Magic Weapons. Titivilus's weapon attacks are magical.Regeneration. Titivilus regains 10 hit points at the start of histurn. 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 startshis turn with
0 hit points and doesn't regenerate.Ventriloquism. Whenever Titivilus
speaks, he can choose apoint within 60 feet; his voice emanates from that point.Multiattack. Titivilus makes one sword attack and uses hisFrightful Word once.Silver Sword. Melee Weapon Attack: +9 to hit, reach S ft. , onetarget. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slash·ing damage if used with two hands, plus 16 (3d10) necroticdamage. 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 within10 feet of him. The target must succeed on a DC 21 Wisdomsaving throw or become frightened of him for 1 minute.
Whilefrightened in this way, the target must take the Dash action andmove away from Titivilus by the safest available route on eachof its turns, unless there
is nowhere to move, in which case itneedn't take the Dash action. The target can repeat the savingthrow at the
end of each of its turns, ending the effect on itselfon 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 within60 feet of him. The target must succeed
on a DC 21 Charismasaving throw or become charmed by Titivilus for 1 minute. Thecharmed target can repeat
the saving throw ifTitivilus dealsany damage to
it. A creature that succeeds on the saving throwis immune to Titivilus's Twisting Words for 24 hours.LEGENDARY ACTIONSTitivilus can take 3 legendary actions, choosing from the op-t ions below. Only one legendary action option can be used ata time and only at the end of another creature's turn.
Titivilusregains spent legendary actions at the start
of his turn.Assault {Costs 2 Actions). Titivilus attacks with his silver swordor uses his Frightful Word.Corrupting Guidance. Titivilus uses Twisting
Words. Alterna-tively, he targets one creature
charmed by him that is within60 feet of him; that
charmed target must make a DC 21 Cha·risma saving throw. On a failure, Titivilus decides how thetarget act s during its next turn. .....
Teleport. Titivilus uses his Teleport action.
~CHAPTl\R 6 I BESTIARY179