Kyton, Interlocutor- Glorious One

Family: Kyton

Large fiend (devil), lawful evil

Armor Class 20 (natural armor)
Hit Points 198 (19d10 + 94)
Speed 40 ft.

21 (+5) 14 (+2) 20 (+5) 18 (+4) 15 (+2) 20 (+5)

Saving Throws Dex +7, Con +10, Wis +7, Cha +10
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities cold, poison
Condition Immunities frightened, poisoned, stunned
Senses darkvision 120 ft. passive Perception 12
Languages Common, Infernal
Challenge 16 (15,000 XP)


  • Augur Attunement. Glorious ones have a psychic connection with augur kytons within 300 feet, allowing them to know their location at all times and to concentrate in order to see through the augur’s eye as if usingarcane eye. In addition, a glorious one’s mental synchronization with augurs grants the augurs advantage on attack rolls against any creature adjacent to the glorious one.
  • Free Action. Difficult terrain does not cost a glorious one extra movement, and magic cannot cause it to become paralyzed or restrained.
  • Kyton’s Sight. Magical darkness doesn’t impede the kyton’s darkvision.
  • Magic Resistance. The kyton has advantage on saving throws against spells and other magical effects.


  • Multiattack. The glorious one makes 3 attacks with its claws.
  • Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., or range 5 ft., one target. Hit: 23 (4d8+5) slashing damage.
  • Unnerving Gaze. As a bonus action, the kyton may turn its gaze on one target within 30 ft., causing them to make a DC 18 Wisdom saving throw or become paralyzed for 1 round, as they believe that their own body parts are entangled within the kyton.
  • Agonized Wail. All creatures within 120 ft. must succeed on a DC 18 Wisdom saving throw or be frightened for as long as they are within 120 ft. of the glorious one. Creatures who makes this save are immune to this ability for 24 hours.
  • Impaler. If a glorious one hits a creature with twice in the same round with its claw attack, as a bonus action it impales that creature with metal shards. The target is restrained and takes 3 (1d6) points of slashing damage per round. It can escape with a DC 18 Dexterity check; an ally assisting an impaled creature grants advantage on this check. A failed check deals 10 (3d6) points of slashing damage to the impaled creature.


  • Pleasure and Pain. Whenever an effect that causes creatures to become frightened or stunned affects a glorious one, as a reaction it can ignore that effect and instead gain 10 temporary hit points and the benefit of a bless spell (no concentration required) for 1 minute.
  • Slither Out. Whenever a glorious one would become grappled, paralyzed, prone, or restrained, as a reaction it can ignore that effect and instead can move up to 20 ft. and gain the benefits of a haste spell lasting until the end of its next turn. The glorious one suffers no ill effects when the haste ends.


Gory sentinels with a lust for flesh and the myriad bodily fluids contained within, augurs number among the most common servants—as well as most despicable—of the chain devilssrd (also called kytons) on the Plane of Shadow.

Having given up their humanoid bodies in favor of the more stealthy and wretched guise of a singular large eye armored in bloodied metal plates, augurs act as spies and sycophants for more powerful kytons. Their miniscule size, sturdy exterior, and unnerving gazes make them ideally equipped for dangerous reconnaissance missions to the Material Plane, where the augurs are able to scout out potential raiding locations or spot vulnerable, lone travelers before their more powerful kyton brethren cross the planes to attack.

Deadly Infiltrators. While their usefulness in tasks of stealth and guile makes augurs deadly companions, their insatiable lust for blood often proves their ultimate downfall. Augurs, like most kytons, find themselves in a heightened state of arousal when witness to the destruction of flesh, but the extent to which these muscular orbs find pleasure in blood is far more treacherous than their more disciplined peers. Many augurs cannot help but indulge themselves when exposed to gore—rolling within and dipping their blades into freshly spilled pools—an unfortunate trait which has led many careless augurs to their capture or doom.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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