Typhon, Father of Monsters

Creature Codex (3pp)

Size
Gargantuan
Type
fiend (demon)
Alignment
chaotic evil
AC
21 (natural armor)
Hit Points
314 (17d20+136)
Speed
walk 50 ft., burrow 50 ft., fly 90 ft.
Saving Throws
Dex +9, Con +15, Wis +13, Cha +11
Skills
Arcana +10, Deception +11, Intimidation +11, Perception +13
Resistances
cold, fire, lightning
Immunities
poison; bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 120 ft.
Passive Perception
23
Languages
All, telepathy 120 ft.
Challenge
22
STR
30
+10
DEX
14
+2
CON
26
+8
INT
17
+3
WIS
22
+6
CHA
19
+4

Traits

Legendary Resistance (3/Day)

If Typhon fails a saving throw, he can choose to succeed instead.

recharge

3/DAY

Magic Resistance

Typhon has advantage on saving throws against spells and other magical effects.

Magic Weapons

Typhon's weapon attacks are magical.

Innate Spellcasting

The typhon, father of monsters's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: detect magic, major image
  • 3/day each: dispel magic, dominate person, suggestion
  • 1/day each: dominate monster, geas, true polymorph

Actions

Multiattack

Typhon makes three attacks. two with his snake bites and one with his or Enthralling Touch.

Snake Bites

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) piercing damage and the target must succeed on a DC 23 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 11 (2d10) poison damage at the start of its turn. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tail

Melee Weapon Attack: +17 to hit, reach 20 ft., one creature. 26 (3d10 + 10) bludgeoning damage and the target is grappled (escape DC 20) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained. Typhon has two tails, each of which can grapple only one target.

Enthralling Touch

Melee Spell Attack: +11 to hit, reach 15 ft., one creature. The target is magically cursed. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. The curse lasts until removed by the remove curse spell or other magic.

Legendary Actions

Legendary Actions (4/Turn)

The fiend (demon) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn.

recharge

4/TURN

Options

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

Snake Bites

Typhon makes one snake bites attack.

Enthrall

Typhon makes one enthralling touch attack.

Wing Attack (Costs 2 Actions)

Typhon beats his wings. Each creature within 15 feet of Typhon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Typhon can then fly up to half his flying speed.

Spells

detect magic, major image, dispel magic, dominate person, suggestion, dominate monster, geas, true polymorph

Other data

description