Tzitzimitl

Gargantuan undead, neutral evil

Armor Class 19 (skeletal armor)
Hit Points 341 (22d20 + 110)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 20 (+5) 17 (+3) 18 (+4) 22 (+6)

Saving Throws Con +11, Wis +10
Skills Insight +10, Perception +10, Religion +9
Damage Resistance(s) cold, lightning, necrotic
Damage Immunities bludgeoning, piercing and slashing from nonmagical attacks, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., truesight 120 ft., passive Perception 20
Languages Abyssal, Common, Deep Speech, Celestial
Challenge 19 (22,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. A tzitzimitl’s spell casting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The tzitzimitl has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The tzitzimitl makes four attacks with its claws.
  • Claws. Melee Weapon Attack: +12 to hit, 20 ft. reach, one target. Hit: 19 (2d12 + 6) slashing damage plus 7 (2d6) force damage and 7 (2d6) necrotic damage.
  • Accursed Touch. If the tzitzimitl hits a creature with two claw attacks in the same round, as a bonus action it can cast bestow curse or contagion on that creature.

REACTIONS

  • Light to Dark (3/Day). The tzitzimitl can convert an effect within 60 feet that does radiant damage to necrotic damage. The tzitzimitl takes no necrotic damage from the effect and instead regains a number of hit points equal to half the effect’s original damage.

LEGENDARY ACTIONS

The tzitzimitl 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 tzitzimitl regains spent legendary actions at the start of its turn.

  • Eclipse (Costs 3 Actions). Magical darkness spreads from a point the tzitzimitl chooses within 150 feet to fill a 20-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it, though the tzitzimitl can see perfectly fine in this area of darkness. If any of this ability’s area overlaps with an area of light created by a spell of 8th level or lower, the spell that created the light is dispelled. Any creatures in the area of darkness when it is created must make a DC 20 Constitution saving throw. On a failed saving throw, a creature takes 28 (8d6) necrotic damage and until the end of the tzitzimitil’s next turn cannot use reactions and may either move or take an action (not both) on the it’s own turn; on a successful saving throw, a creature takes half damage and may act normally. The darkness lasts for 1 minute or until the Tzitzimitl uses this legendary action again.
  • Eye Beam (Costs 2 Actions). The tzitzimitl targets one creature within 120 feet that it can see. It makes a ranged attack (+19 to hit) and on a hit does 21 (6d6) force damage plus 21 (6d6) necrotic damage.
  • Snatch. The tzitzimitl makes a claw attack against a Large or smaller target. On a hit, the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and the tzitzimitl can’t snatch another target with that claw and can only make another claw attack using that claw against the creature it grappled.

ABOUT

These immense four-armed skeletons wear ancient priestly accoutrements, including skirts of what seem like woven light and darkness, almost like bits of space with stars and galaxies moving within. Their bony forms are suffused with eldritch fires, flaring to deadly brightness in their empty eye sockets and around their clawed hands. A tzitzimitl is 50 feet tall.

Apocalyptic Herald. Enigmatic creatures of darkness, some cultures claim tzitzimitls attack and consume entire suns to “shut down worlds” in preparation for the end of days. Sages say that these creatures come from the cold, dark places between the stars, and that in the darkness of any eclipse, one can see their immense, world-darkening shadows.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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