Kytha

Medium fiend (demon), chaotic evil

Armor Class 16 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 11 (+0) 13 (+1) 16 (+3)

Saving Throws Strength +9, Constitution +7, Wisdom +5
Skills Athletics +9, Intimidation +7, Perception +9, Stealth +7
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal, Celestial, Draconic, telepathy 120 ft.
Challenge 9 (5,000 XP)

Special Traits

  • Innate Spellcasting. The kytha’s innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring no material components.
    • At will: darkness
    • 1/day each: hold person (3rd level), silence
    • Magic Resistance. The kytha has advantage on saving throws against spells and other magical effects.
    • Magic Weapons. The kytha’s weapon attacks are considered magical for the purpose of damage resistance.

Actions

  • Multiattack. The kytha attacks twice with its Claws, and once with either its Bite or Tongue.
  • Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) poison damage.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage.
  • Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  • Summon (1/day). The kytha has a 35% chance to summon 1d2 babau or 1 kytha. The summoned demon appears in an unoccupied space within 60 feet of the kytha, but can’t summon other demons. It remains for 1 minute, until it or the first kytha is slain, or until the first kytha takes an action to dismiss it.
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