Philter

Large fiend, neutral evil

Armor Class 15 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 11 (+0) 15 (+2) 16 (+3)

Saving Throws Con +7, Wis +6, Cha +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, Common, telepathy 120 ft.
Challenge 11 (7,200 XP)

SPECIAL TRAITS

  • Brass Heads. The philter requires two brass heads to utilize its healing abilities. If either brass head is removed or destroyed, the philter loses its Catholicon Dirge and its Innate Spellcasting until it acquires new brass heads and mounts them on its back. The philter keeps its brass heads strapped to its back so tightly that any ability check made to remove them is made with disadvantage.
  • Catholicon Dirge. The philter and each of its allies within 500 feet that can hear it regain 10 hit points at the start of their turns.
  • Innate Spellcasting. The philter’s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks) and its caster level is 17th. The philter can innately cast the following spells, requiring only verbal components.
    • At will: detect magic, eldritch blast (pushes target back 10 feet), sanctuary, shocking grasp
    • 3/day each: dispel magic, haste
    • 1/day: mass cure wounds (5th level), revivify
  • Magic Resistance. The philter has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The philter’s weapon attacks are magical.

ACTIONS

  • Multiattack. The philter makes one attack and casts either eldritch blast or shocking grasp.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 3) piercing damage.
  • Bark. Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 31 (9d6) thunder damage and each creature within 5 feet of the target (including the target) must succeed on a DC 15 Strength saving throw or be knocked prone and take an additional 7 (2d6) bludgeoning damage.

ABOUT

A giant’s head and torso walk on its long-fingered hands, its entire lower body absent. Its massive head has dull eyes and a mouthful of blunt teeth. Bands of metal across its torso hold two wide-mouthed brass heads strapped back-to-back that emit a low, grating tune.

Fiends healed by the philter are much more resilient than normal. If a fiend benefits from a philter’s healing abilities, increase that fiend’s effective challenge rating by 1 and note that lingering injuries will heal between combats.

The annals of the Underhell don’t provide details on the apotheosis of the gryllus that became the first philter, but its origin as one of those deformed creatures is obvious. Although the heads on its back aren’t animated and don’t move, they continually emit a low, plaintive dirge that echoes for miles across the countryside. The philter is more aware of its intellectual shortcomings than most grylluses and isn’t inclined to conceal its face or engage in diplomatic pretensions. It knows its best purpose is to support other fiends in battle.

Call to Grylluses. The brass heads of any grylluses within a mile of the philter echo the dirge emanating from the philter’s heads like an infernal choir. Although this makes it easier to locate grylluses in the area, it also emboldens the grylluses considerably, encouraging them to take extraordinary risks on the mistaken belief that the echoing dirge gives them greater powers.

Legions. The philter typically leads fiends of the Annwn, Dis, and Hades legions.

Section 15: Copyright Notice

Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.

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