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    Tzitzimitl

    Huge fiend (demon), neutral evil

    Armor Class 19 (natural armor)

    Hit Points 431 (34d12 + 210)

    Speed 40 ft., fly 120 ft. (hover)

    STR 26 (+8) · DEX 17 (+3) · CON 28 (+9) · INT 22 (+6) · WIS 21 (+5) · CHA 26 (+8)

    Saving Throws Dex +10, Con +17, Wis +12, Cha +15

    Skills Arcana +14, Perception +12, Religion +14, Stealth +10

    Damage Vulnerabilities radiant, thunder

    Damage Resistances cold; bludgeoning, piercing, and slashing from non-magical attacks

    Damage Immunities necrotic, poison

    Condition Immunities charmed, exhaustion, frightened, poisoned

    Senses truesight 120 ft., passive Perception 22

    Languages all, telepathy 120 ft.

    Challenge 22 (41,000 XP)

    Traits

    Sunlight Doom. While in direct sunlight the tzitzimitl is incapacitated, its Regeneration trait doesn’t function, and attack rolls against it have advantage.

    Regeneration. The tzitzimitl regains 30 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a space of bright light created by a spell of 3rd level or higher. If the tzitzimitl takes radiant damage, this trait doesn’t function until the start of its next turn.

    Magic Resistance. The tzitzimitl has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The tzitzimitl’s weapon attacks are magical.

    Abyssal Astrogator. The tzitzimitl ignores difficult terrain, and it can move through objects and creatures as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Life-Drinker Aura. At the start of each of the tzitzimitl’s turns, every creature of its choice that is within 30 feet of it and isn’t a fiend takes 9 (2d8) necrotic damage, and the tzitzimitl gains hit points equal to the total necrotic damage dealt.

    Legendary Resistance (3/Day). If the tzitzimitl fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The tzitzimitl makes three attacks: two with its Obsidian Talons and one with its Razor Wing.

    Obsidian Talons. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 18 (4d8) necrotic damage.

    Razor Wing. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 8) slashing damage plus 18 (4d8) necrotic damage.

    Star-Eclipsing Gloom (Recharge 5–6). The tzitzimitl exudes a 60-foot-radius sphere of magical darkness and frigid starlight that spreads around corners and lasts for 1 minute. The darkness moves with the tzitzimitl. A creature that starts its turn in the darkness must make a DC 22 Constitution saving throw, taking 28 (8d6) cold damage and 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the save is immune to this damage for 24 hours. Bright light created by a spell of 3rd level or higher dispels the darkness in its area.

    Bonus Actions

    Harvest Life (Recharge 4–6). One creature the tzitzimitl can see within 30 feet that has 40 hit points or fewer must make a DC 22 Constitution saving throw. On a failed save, the creature drops to 0 hit points, and the tzitzimitl regains 40 hit points. On a successful save, the creature takes 36 (8d8) necrotic damage.

    Reactions

    Astral Slip. When a creature the tzitzimitl can see hits it with an attack, the tzitzimitl can move up to 60 feet without provoking opportunity attacks.

    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.

    Claw. The tzitzimitl makes one Obsidian Talon attack.

    Move. The tzitzimitl flies up to half its flying speed.

    Death’s Chill (Costs 2 Actions). The tzitzimitl exhales void-cold in a 20-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 27 (6d8) cold damage plus 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The area of the cone becomes difficult terrain as rime and frost cling to all surfaces until the end of the tzitzimitl’s next turn.

    Lore

    Skeletal sky demons in skull-patterned skirts who descend during solar eclipses to devour humanity.

    In ancient sources the demon’s true form is shown as a colossal, fleshless female figure, her bare bones symbolizing death and the possibility of rebirth. The skull is covered with tangled black hair woven through with white paper banners—the marks of sacrifice. Perfectly round eye sockets glimmer with tiny stars that cast an otherworldly light. Some accounts claim that centipedes and snakes crawl out of her mouth and eye sockets, while knife-like talons sprout from her bony fingers. Several manuscripts say these claws are made of obsidian, the black volcanic glass the Aztecs used for cutting out hearts in ritual offerings.

    Foremost among the Tzitzimimeh is their leader, the mighty goddess Itzpapalotl—“Obsidian Butterfly.” Her anatomy is crowned by enormous wings. Depending on the manuscript, they may be bat wings that evoke night and caves, the powerful wings of an eagle underscoring her predatory nature, or grotesque butterfly wings whose edges bristle with razor-sharp blades of obsidian or flint. These wings grant unrivaled aerial mobility and double as lethal melee weapons.

    From Demonic Bestiary 5E, p. 96 · Fern Flower Press