Phlegethite Earl, Thammuz

Family: Phlegethite

Large fiend (phlegethite), chaotic evil

Armor Class 18 (plate armor)
Hit Points 161 (14d10 + 84)
Speed 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
22(+6) 20 (+5) 22 (+6) 13 (+1) 14 (+2) 20 (+5)

Skills Athletics +12, Deception +11, Nature +7, Perception +8, Persuasion +11, Religion +7, Survival +8
Saving Throws Str +13, Dex +11, Con +12
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Common, Infernal
Proficiency Bonus +6
Challenge 21 (33,000 XP)

SPECIAL TRAITS

  • Heated Body. A creature that touches Thammuz or hits him with a melee attack while within 5 feet takes 7 (2d6) fire damage.
  • Legendary Resistance (2/day). If Thammuz fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Thammuz has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting. Thammuz’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Thammuz can innately cast the following spells, requiring no material components:

ACTIONS

  • Multiattack. Thammuz can use his Frightful Presence. He then makes three attacks: one with his Bite and two with his Trident.
  • Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) fire damage.
  • Trident. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) fire damage.
  • Frightful Presence. Each creature of Thammuz’s choice within 120 feet of him and aware of him 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 Thammuz’s Frightful Presence for the next 24 hours.
  • Produce Flame (Cantrip). Ranged Spell Attack: +11 to hit, range 30 ft., one target. Hit: 13 (3d8) fire damage. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
  • Fireball (3rd-Level Spell; 3/Day). Thammuz creates a fiery explosion centered on a point he can see within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. Wall of Fire (4th-Level Spell; 3/Day). Thammuz creates a wall of fire on a solid surface within 120 feet. He can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) fire damage, or half as much damage on a successful save. One side of the wall, selected by Thammuz when he casts this spell, deals 22 (5d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
  • Fire Storm (7th-Level Spell; 1/Day). Thammuz fills up to ten 10-foot cubes with fire. Every cube must be within 150 feet of Thammuz and occupy a space Thammuz can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 19 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If Thammuz chooses, plant life in the area is unaffected by the spell.
  • Incendiary Cloud (8th-Level Spell; 1/Day). A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within 150 feet of Thammuz. The cloud spreads around corners and is heavily obscured. It lasts for up to 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a DC 19 Dexterity saving throw. A creature takes 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from Thammuz in a direction that he chooses at the start of each of his turns

LEGENDARY ACTIONS

Thammuz 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. Thammuz regains spent legendary actions at the start of his turn.

  • Attack. Thammuz makes one attack.
  • Heat Metal (Costs 2 Actions). Thammuz targets one creature wearing or carrying metal within 60 feet of him. The target must make a DC 19 Constitution saving throw or take 22 (5d8) fire damage and drop the metal object if it can. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a DC 19 Constitution saving throw or drop the object if it can. Thammuz can target up to one additional creature for each additional legendary action he spends.
  • Fireball (Costs 3 Actions). Thammuz casts fireball.

LAIR ACTIONS

On initiative count 20 (losing initiative ties), Thammuz can take a lair action to cause one of the following effects. He can’t take the same lair action two rounds in a row.

  • Hellfire Wave. Thammuz causes waves of fire to erupt from the ground, creating a 60-foot cone of flame that deals 55 (10d10) fire damage to all creatures in the area. A DC 19 Dexterity saving throw halves the damage.
  • Fiendish Allies. Thammuz summons 1d4 wrathful to aid him in battle. These fiends appear in unoccupied spaces within 60 feet of Thammuz and act immediately after his turn. They remain for 1 minute or until they or Thammuz are slain.
  • Lovers’ Temptation. Thammuz targets one creature within 60 feet of him that he can see. The target must make a Wisdom saving throw (DC 19) or be charmed by Thammuz for 1 minute. While charmed, the target regards Thammuz as a trusted friend and ally. Thammuz can communicate telepathically with the target and issue commands, which the target obeys to the best of its ability. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, any creature that starts its turn within 30 feet of the charmed target must make a Wisdom saving throw (DC 19) or be affected by Thammuz’s Lover’s Temptation as well.

REGIONAL EFFECTS

The circle where Thammuz resides is cursed, creating the following effects. If Thammuz is killed, these regional effects end immediately.

  • Blood Boil. The fiery river Phlegethon within Thammuz’s domain runs red with the blood of the damned. Any creature that enters the region must make a Constitution saving throw once an hour or become vulnerable to necrotic damage.
  • Hellish Heat. The temperature within Thammuz’s domain is unbearably hot, causing creatures to become dehydrated quickly. Any creature that does not have a way to avoid heat damage takes an additional 1d6 fire damage per hour.
  • Heat Haze. The intense heat and smoke within Thammuz’s domain creates an otherworldly haze. Any creature within the region has disadvantage on Wisdom (Perception) checks that rely on sight.

ABOUT

Thammuz’sbody is a mass of charred and molten flesh, and his eyes glow like two searing embers. He wields a trident that crackles with flames, and the heat emanating from his form is enough to incinerate anything nearby.

Thammuz is Geryon’s chief enforcer. As ferryman for the circle, Thammuz holds sway over the soul within it. He can ignite the river as easily as if it were oil, unleashing hell on enemies who would dare who think that crossing the river is a simple matter.

Thammuz is a relentless bully, meting out easy violence to any of the damned that get in his way. Given that the river is often choked with the damned, there is no shortage of victims. His chief enforcers are minotaurs (who guard the entrance to the circle) and the centaurs (who guard their side of the Phlegethon). Despite his fearsome abilities, Thammuz knows his place. He is subservient to Geryon and fears the Margraves of the Burning Sands. Anyone incurring his wrath will find his influence ends at the shore of the Woe Wood.

Section 15: Copyright Notice

5E Foes: Infernal Bestiary. Copyright 2019, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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