Remove these ads. Join the Worldbuilders Guild

Homebrew/CoA 229

Levistus, the Cold Tyrant CR: 20

Large fiend (devil), lawful evil
Armor Class: 19 (Tomb of Levistus)
Hit Points: 217 29d8+87
Speed: 0 ft

STR

19 +4

DEX

18 +4

CON

16 +3

INT

22 +6

WIS

20 +5

CHA

22 +6

Saving Throws: CON +9, INT +12
Damage Vulnerabilities: fire
Damage Resistances: lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, poison
Condition Immunities: Charmed, Frightened, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision (Devil's Sight) 120 ft., Passive Perception 27
Languages: all, telepathy 1000 ft.
Challenge Rating: 20 ( 25000 XP)
Proficiency Bonus: +6

Spellcasting. Levistus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20):

At will: cone of cold, darkness, ice storm, wall of ice

1/day: storm of vengeance

2/day: plane shift


Traits

Hear Name. Levistus hears their name when spoken, regardless of distance or planar boundaries. If a creature speaks the name “Levistus” thrice within 1 minute (hereafter "the caller"), Levistus learns the caller’s name and precise location, and can hear the following 25 words spoken by the caller. Levistus also becomes aware of the presence of up to 8 other creatures within 10 feet of the caller and their dispositions (hostile or friendly). Once per day, Levistus can influence the caller in one of the following ways:

  • Shelter of Levistus. Levistus can immediately entomb the caller in magical ice. The caller gains 10 temporary hit points per hit die it has. The caller also gains vulnerability to fire damage, their speed is reduced to 0, and they are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
  • Plane Shift. Levistus casts Plane Shift on the speaker and up to 8 other creatures of Levistus's choice, bringing them to a location the Cold Tyrant is familiar with. If a creature other than the caller is an unwilling target, it can make a Charisma saving throw (DC 20) to resist. The caller is always considered a willing target.

Tomb of Levistus. Levistus is always entombed in ice, which has benefits and drawbacks. They automatically fail Strength and Dexterity saving throws. Attack rolls against Levistus have advantage. They are immune to Exhaustion, Grappled, Paralyzed, Petrified, Prone, and Restrained. The ice provides Levistus 100 temporary hit points. While Levistus has these temporary hit points, they have vulnerability to fire damage. If Levistus starts their turn with no temporary hit points from the Tomb, they regain 100 temporary hit points. Reducing the Tomb's temporary hit points does not free Levistus.
Were Levistus to be freed from the ice, they would lose all effects of the Tomb and gain resistance to fire damage and a movement speed of 40 feet.

Devil's Sight. Magical darkness doesn't impede Levistus's darkvision.

Legendary Resistance (3/Day). If Levistus fails a saving throw, they can choose to succeed instead.

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

Sub-zero. Cold damage dealt by Levistus ignores resistances and immunities.

Actions

Multiattack. Levistus makes three Touch of Agathys or Frigid Caecias attacks. They can replace one of the attacks with Blizzard (if available).

 

Touch of Agathys. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) psychic damage, and the target must succeed on a DC 20 Intelligence saving throw or have the stunned condition for 1 minute. The target may repeat the saving throw at the end of its turns, ending the effect on a success. A creature that succeeds on the saving throw is immune to this effect for 1 hour. While trapped within the Tomb of Levistus, Levistus is unable to use this action.

Frigid Caecias. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 11 (1d10 + 6) thunder damage. A creature hit by this sudden gust must succeed on a DC 20 Strength saving throw or be knocked prone.

Blizzard (Recharge 5-6). Levistus chooses a point within 300 feet of them. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a DC 20 Dexterity saving throw. A creature takes 11 (3d6) force damage plus 11 (3d6) cold damage on a failed save and is stunned until the end of its next turn. On a success, a creature takes half as much damage and is not stunned.

Reactions

Counterspell. As a reaction to a creature they can see casting a spell, Levistus can attempt to prevent the casting. Levistus makes an Intelligence check (+6) against a DC of (10 + spell level). On a success, the creature's spell fails and has no effect.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Levistus can expend a use to take one of the following actions. Levistus regains all expended uses at the start of each of their turns.

 

Amnesia. Levistus selects a stunned creature that they can see. The creature must succeed on a DC 20 Charisma saving throw or Levistus erases a specific memory from the target. The memory must be one that the target experienced in the last 24 hours and that lasted no more than 10 minutes. The memory can only be restored with a Remove Curse, Greater Restoration, or similar effect.

Frozen Wind. Levistus makes a Frigid Caecias attack.

Icemaw (Costs 2 Actions). Levistus forces one creature within 60 feet of them that they can see to make a DC 20 Dexterity saving throw. If the creature fails its saving throw, the creature is grappled (escape DC 17) and sinks half of their height into the ground. If a creature already affected by Icemaw is affected by it a second time, they sink completely into the ice and begin suffocating.

Call Underling (Costs 3 Actions). Levistus summons an allied ice devil or amnizu (50% chance of either) in an unoccupied space that they can see within 120 feet.

Usual Tactics

Levistus opens by casting Storm of Vengeance and will use Legendary Resistance to maintain concentration on it until round 3. They will then prioritize stunning targets with Blizzard whenever possible, and sinking them with Icemaw and distracting them with Amnesia.

For extra fun, pair them with minions that can stun targets. :)


Created by

ArtingStarvist.

Statblock Type

Monster

Link/Embed