Rhyxali (5e Creature)

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Rhyxali, The Queen of Shadows[edit]

Large fiend (demon), chaotic evil

Armor Class 22 (natural armor)
Hit Points 375 (30d10 + 210)
Speed 60 ft., fly 40 ft.

15 (+2) 26 (+8) 24 (+7) 22 (+6) 22 (+6) 21 (+5)

Skills Acrobatics +15, Arcana +13, Deception +12, History +13, Insight +13, Perception +13, Religion +13, Sleight of Hand +15, Stealth +15
Damage Vulnerabilities radiant
Damage Resistances acid, cold, lightning
Damage Immunities fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)

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

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

Spellcasting. Rhyxali is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). She knows the following spells:

Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): detect magic, magic missile, shield
2nd level (at will): arcane lock, detect thoughts, invisibility, mirror image
3rd level (at will): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, ice storm, phantasmal killer
5th level (3 slots): cloudkill, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th level (1 slot): power word kill


Multiattack. Rhyxali can use her Frightful Presence. She then makes three attacks.

Shortsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 28 (2d6 + 8) piercing damage plus 14 (4d6) necrotic damage.

Shadow's Embrace (Recharge 6). Rhyxali extends her hand towards a creature she can see within 30 feet of her and shrouds it in a veil of darkness. The target must make a DC 20 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. Rhyxali then regains hit points equal to the damage dealt.

Frightful Presence. Each creature of Rhyxali's choice that is within 120 feet of Rhyxali and aware of her must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Rhyxali's Frightful Presence for the next 24 hours.

Change Shape. Rhyxali magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Rhyxali's choice).
In a new form, Rhyxali retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Unbridled Fury. In response to being hit by a melee attack, Rhyxali can make one melee weapon attack with advantage against the attacker.


Rhyxali 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. Rhyxali regains spent legendary actions at the start of her turn.

Attack. Rhyxali makes one shortsword attack.
Teleport. Rhyxali magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Shadow Slip (Costs 2 Actions). Rhyxali becomes invisible until the start of her next turn.
Shadow's Embrace (Costs 3 Actions). Rhyxali recharges and uses her Shadow Embrace.

The Queen of Shadows

Rhyxali, the Queen of Shadows, is the demon princess daughter of Pale Night the Mother of Demons. This in turn made her the sister of Graz'zt the Dark Prince, Vucarik the Consort of Chains, and Zivorgian, the Lady of Ripe Carrion. Rhyxali was a long-standing ally of Graz'zt. Rumors said the two were working to absorb a Material Plane world into the Abyss, trapping it in the parched realm of the Nerebdian Vast, the 48th layer of the Abyss. Rhyxali's realm of Shaddonon exists on the 49th layer of the Abyss.

Rhyxali's rule extends over shadow demons. Unlike her contemporaries, Rhyxali seems content to rule Shaddonon without the desire to acquire a larger realm. Personal power in the form of information and secrets is the only thing Rhyxali covets. To this end, Rhyxali created a vast library of secrets run by her lieutenant, Viractuth, a marilith sorcerer. The library's contents are so disorganized and chaotic that only Viractuth could find anything of relevance. Virtually all demon lords called Rhyxali an ally and sent envoys to deal in secrets.

Rhyxali is a female demon lord who rules the shadow demons. Unlike such princes as Demogorgon, Orcus, and Graz'zt, she maintains a low profile. Her servants run a brisk trade in both souls and information as they flit amid the infinite Abyss. She controls an entire layer, the home of the shadow demons, and does not covet a larger realm. Rhyxali seems content to gain more personal power by trafficking in secrets and souls. She delights in killing and deceit.

Few have seen Rhyxali's true form and lived to tell the tale. She is a tall, humanoid woman with jet-black skin. The color of her flesh, and the fact that she has six fingers on each hand, lends credence to the idea that she is related to Graz'zt—perhaps his sister. Neither speaks of the issue; they seem to have no special like or dislike for each other.

The Queen of Shadows' blade.

Rhyxali's Lair

Rhyxali's lair is her library, which is located within Shaddonon, the 49th layer of the Abyss. Stacked high with books and scrolls, it is practically a jungle in and of itself, with tomes on every topic imaginable. Actually finding anything useful is all but impossible, as none of the books are sorted in any way and there are so many that one could only see a fraction of them in a lifetime, short as it might be.

Lair Actions

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

  • Magical darkness spreads from a point Rhyxali chooses within 60 feet of her, filling a 15-foot-radius sphere until Rhyxali dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A target with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • A stack of books collapses upon one creature that Rhyxali can see within 120 feet of her. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • One creature Rhyxali can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence Rhyxali has imagined into being. To escape, the target must use its action to make a Charisma check contested by Rhyxali. If the target wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing Rhyxali's lair is warped by her magic, which creates one or more of the following effects:

  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of Rhyxali that drink such water regurgitate it within minutes.
  • Nonmagical flames are extinguished within 6 miles of Rhyxali's lair. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Rhyxali table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Rhyxali dies, these effects fade over the course of 1d10 days.

Madness of Rhyxali

If a creature goes mad in Rhyxali's lair or within line of sight of the demon lord, roll on the Madness of Rhyxali table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

d100 Flaw (lasts until cured)
01-20 "I can't stand sunlight, even cloudy days are too bright for me."
21-40 "My dreams are visions of impending doom."
41-60 "I am only truly comfortable in dark places."
61-80 "I know something that nobody else does and I will not share it, even under pain of death."
81-00 "One of my companions is keeping a terrible secret from me! I must pluck out their brain to find the truth!"
(0 votes)

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