Ipes
Large fiend (demon), neutral evil
Armor Class 19 (natural armor; precognitive reflexes)
Hit Points 257 (19d10 + 152)
Speed 40 ft., climb 40 ft., fly 60 ft. (hover)
STR 20 (+5) · DEX 18 (+4) · CON 22 (+6) · INT 22 (+6) · WIS 20 (+5) · CHA 21 (+5)
Saving Throws Dex +9, Int +11, Wis +11, Cha +10
Skills Arcana +11, Deception +11, Insight +10, Perception +11, Persuasion +11, Stealth +10
Damage Vulnerabilities radiant; damage from silvered weapons
Damage Resistances cold; fire; lightning; psychic; bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 15 (13,000 XP)
Traits
Legendary Resistance (3/Day). If Ipes fails a saving throw, he can choose to succeed instead.
Absurd Presence. Creatures that start their turn within 30 feet of Ipes must succeed on a DC 18 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature can’t take the Dodge or Disengage actions and has disadvantage on checks and saving throws made to avoid obvious danger (such as Dexterity saves against traps). A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature is immune to Absurd Presence for 24 hours.
Cold-Iron Claws. Ipes’s weapon attacks are magical and ignore resistance or immunity possessed by incorporeal creatures. In addition, a creature can’t benefit from the invisibility condition against damage dealt by these claws.
Incorporeal Passage. Ipes can move through creatures and objects as if they were difficult terrain. If he ends his turn inside an object, he takes 5 (1d10) force damage and is pushed to the nearest unoccupied space.
Silent Stride. Ipes makes no sound while he moves, granting him advantage on Dexterity (Stealth) checks that rely on moving quietly.
Precognition. Ipes can’t be surprised. In addition, attack rolls against him can’t gain advantage, and Ipes adds his proficiency bonus to initiative rolls.
Spellcasting. Ipes is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He requires no material components. He knows the following spells:
At will: detect thoughts (PHB, p. 231/262), disguise self (PHB, p. 233/262), invisibility (self only; PHB, p. 254/289), mage hand (PHB, p. 256/293), vicious mockery (PHB, p. 285/337)
3/day each: confusion (PHB, p. 224/253), greater invisibility (PHB, p. 246/281), phantasmal killer (PHB, p. 265/304), wall of force (PHB, p. 285/338)
1/day each:modify memory (PHB, p. 261/299), plane shift (self only; PHB, p. 266/305)
Actions
Multiattack. Ipes makes two Claw attacks and one Mocking Glare.
Claw (Cold Iron). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) psychic damage.
Mocking Glare. Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage, and the target must succeed on a DC 18 Wisdom saving throw or be frightened of Ipes until the end of its next turn.
Fool’s Killer (Recharge 5–6). Ipes targets one creature he can see within 60 feet; the target must make a DC 18 Wisdom saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much on a success. A creature reduced to 0 hit points by this damage drops dead as if struck by phantasmal killer; only a resurrection spell cast using 500 gp extra material components can revive it.
Bonus Actions
Sudden Silence. Ipes takes the Hide action.
Reactions
Foreseen Evasion. When Ipes would take damage from a spell or attack he can see, he halves the damage against him.
Legendary Actions
Ipes 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. Ipes regains spent legendary actions at the start of his turn.
Move. Ipes moves up to half his speed without provoking opportunity attacks.
Claw Attack. Ipes makes one Claw attack.
Illusory Stratagem (Costs 2 Actions). Ipes casts confusion or becomes invisible until the start of his next turn.
Lore
A lion-headed, goose-footed, rabbit-tailed prince who holds all-encompassing knowledge of past and future, bestowing prophetic insight upon the chosen.
In tangled legends and occult tomes, Ipes appears under several spellings—Aiperos, Ayperos, Ayporos. The variations are due to different translations of ancient tales, but the essence remains the same: unofficially, he is called the Prince of Fools, a title that reflects the impact he has on the minds of ordinary people who dare to contact him.
In his classical manifestation, Ipes is described as a being with the body of a fallen angel and the head of a lion. His limbs end in web-footed goose claws; his tail is short and rabbit-like. The body is often hidden beneath cloaks or burial shrouds; the wings are dull gray or coal-black; the mane, jet-black or dark crimson; the eyes glow yellow or blood-red. At times the demon takes the shape of a gigantic lion with goose claws and a rabbit’s tail, or the form of a vulture. A notable feature is his hands—or rather the talons that extend from them, unnaturally long. Razor-sharp, they are made of a peculiar metal known as cold iron. These claws can effortlessly tear through tough flesh or the ethereal bodies of incorporeal spirits, ignoring magical barriers.
From Demonic Bestiary 5E, p. 58 · Fern Flower Press