Skip to main content

Twister Fiend




Stradling the line between demon and elemental, the twister fiend's lower half is a serpentine curl of grit and wind. This odd physiology is solid enough to feel like flesh but intangible enough to be spun to breakneck speed. Its top half is distended and skeletal, resembling a serpent with spindly, three-fingered claws. Behind its head spreads an 'aura' of glass scars upon which one can glimpse the screaming reflections of its most recent victims.


Formed directly from the Demon Winds, the twister fiend can only physically exist where the winds spread and are always a manifestation of that plane. When banished back to Hell, it disperses and becomes one with the wind once more. No twister fiend wants this and thus will go to great lengths to survive in a material plane as long as possible, even if it means binding itself to a humanoid master.

Twister Fiend

Large fiend, neutral evil

Armor Class 18 (natural armor)

Hit Points 168 (16d10 + 80)

Speed 20ft

Fly 120ft

Str 21 Dex 19 Con 21 Int 13 Wis 22 Cha 15

Saving Throws Str +10, Con +10

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities fire, poison

Condition Immunities frightened, poisoned

Sensesdarkvision 120 ft, passive Perception 15

Languages Common, Infernal, telepathy 120 ft.

Challenge 12 (8,400 XP)

Biting Wind.

If a creature begins its turn within 10ft of the Twister Fiend, they must succeed on a DC 17 Dexterity save or takes 5(1d10) slashing damage.

Innate Spellcasting (1/Day).

The feind can innately cast Wind Wall (spell save DC 15), requiring no material components. Its innate spellcasting ability is Charisma.

Magic Resistance.

The noose fiend has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The fiend makes 3 attacks.

Bite.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

Fiendish Whispers.

The fiend can whisper a message and it is magically delivered to a creature it can see within 120ft. If the fiend knows the creature's name, the range increases to 1 mile. If the fiend has damaged the creature since the last sunrise, the range increases to the entire plane.

Claw.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Sling Debris.

Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Fiendish Whispers.

The fiend can whisper a message and it is magically delivered to a creature it can see within 120ft. If the fiend knows the creature's name, the range increases to 1 mile. If the fiend has damaged the creature since the last sunrise, the range increases to the entire plane.

Blow Out (Recharge 6).

The twister fiend unleashes a violent, swirling gale in a 60ft radius. All targets in the area of effect must succeed on a DC 18 Strength save or take 11 (2d10) bludgeoning damage and be knocked prone. The twister fiend cannot fly until the end of its next turn.

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Bryne Woemonger

There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech. Adorned with the remnants of lost vessels and inhabited by a flock of undead albatross, the bryne woemonger takes to the field wielding a reclaimed anchor as a weapon. Driftwood cages serve as shoulder guards for this giant s...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...