Rhyxali (5e Creature)

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==== Rhyxali, The Queen of Shadows

Large fiend (Demon Lord), chaotic evil


Armor Class 25 (Natural Armor)
Hit Points 500 (30d12+140)
Speed 60ft, 40ft Fly


STR DEX CON INT WIS CHA
21 (+7) 26 (+7) 24 (+7) 22 (+7) 22 (+7) 21 (+5)

Skills Acrobatics +15, Sleight of Hand +15, Stealth +15, Arcana +13, History +13, Insight +14, Religion +13
Damage Vulnerabilities radiant, psychic
Damage Resistances cold, lightning, acid
Damage Immunities fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned
Senses passive Perception 22, darkvision 120 ft.
Languages Common, Infernal, Abyssal, Undercommon, Celestial
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.

Wreathed in Shadow Rhyxali has a blanket of flickering shadows around her form, granting her a +2 to her AC.

The Queens Vision Magical darkness doesn't impede Rhyxali's vision.

Reaching Darkness Rhyxali's lair is cast into darkness so impenetrable, not even the brightest of light can pierce the gloom.

Spellcasting Rhyxali is a 20th level spellcaster. Her spellcasting ability is Wisdom (Spell save DC22, +14 to hit with spell attacks.) 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

Shapechange Rhyxali has mastered the art of subterfuge, infiltration, and assassination. In conjunction with this ability, Rhyxali magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. It reverts to its true form if she dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Rhyxali's choice.) In a new form, Rhyxali retains its 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.

ACTIONS

Multi-Attack Rhyxali can use her Frightful Presence. She then makes three attacks.

Dagger Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 8) Slashing + 16(2d8 + 6) Hellfire damage.

The Shadows Embrace Ranged Weapon Attack Rhyxali extends her hand towards a creature of her choice up to 30 feet away, wrapping them in shadows and beginning to drain the very life from their mortal shell. On a DC20 Dexterity saving throw, the target takes 10d8 Necrotic damage. On a successful save, take half damage. Rhyxali heals for the amount 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.

REACTIONS

Tempermental Rhyxali's foul temper prompts her to strike back at melee targets when struck. Whenever struck with a melee attack, Rhyxali can riposte.

LEGENDARY ACTIONS

The Queen of Shadows 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. The Queen of Shadows regains spent legendary actions at the start of its turn. Dagger Strike (1) Rhyxali makes a Dagger Strike attack.

Shadow Slip (1) Rhyxali can use the shadows around her to teleport up to 120ft. away. She must be able to see the target location.

Shadows Embrace (2) Rhyxali makes a Shadow Embrace attack.

Slip Away (1) Rhyxali can make a stealth check, attempting to slip into shadows.

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 (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 existed on the 49th layer of the Abyss.

Rhyxali's rule extended over shadow demons. Unlike her contemporaries, Rhyxali seemed content to rule Shaddonon without the desire to acquire a larger realm. Personal power in the form of information and secrets was the only thing Rhyxali coveted. To this end, Rhyxali created a vast library of secrets run by her lieutenant, Viractuth, a marilith sorcerer. The library's contents were 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 Shadow's blade.
Lair Actions

Darkness Magical darkness spreads from a point Rhyxali chooses within 60 feet of it, 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.

Tremble! A tremor shakes the lair in a 60-foot radius around Rhyxali. Each target other than Rhyxali on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone.

Dreams of Power One target Rhyxali can see within 120 feet of it must succeed on a DC 17 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

Befoulment Water sources within 1 mile of the lair are supernaturally fouled. Enemies of Rhyxali that drink such water vomit it within minutes.

Eternal Shadow Rhyxali can alter the weather in a 6-mile radius centered on its lair. She doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.

Cast in Darkness Open flames of a nonmagical nature are extinguished within Rhyxali's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.

Suppression Curses affecting any evil-aligned creature are suppressed within 6 miles of the lair.



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