Titivilus| Monster Guide for Dungeon & Dragon 5th Edition

Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. Knowing he has enemies on all sides and fearing he’ll be displaced like Moloch, Geryon, and so many others, he almost never travels farther than the sprawling city that lies outside his palace.

Dispater is correct to fear, but the true threat comes not from without. The lord’s great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater’s household.

Medium Fiend (Devil), Lawful Evil

Proficiency Bonus: +5
Armor Class: 20 (Natural Armor)
Hit Points: 150 (20d8 + 60)
Speed: 40 ft., fly 60 ft.

    STR – 19 (+4)
    DEX – 22 (+6)
    CON – 17 (+3)
    INT – 24 (+7)
    WIS – 22 (+6)
    CHA – 26 (+8)

Saving Throws: Dex+ 11, Con +8, Wis + 11, Cha+ 13

Skills: Deception +13, Insight +11, Intimidation +13, Persuasion + 13

Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered

Damage Immunities: fire, poison

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: darkvision 120 ft., passive Perception 16

Languages: All, telepathy 120 ft.

Challenge: 16 (15,000 XP)

Legendary Resistance (3/Day). lf Titivilus fails a saving throw, he can choose to succeed instead.

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

Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point.

Actions

Multiattack. Titivilus makes one Silver Sword attack, and he uses Frightful Word.

Silver Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, or 9 (1d10 + 4) force damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage taken.

Frightful Word. Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. Titivilus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: alter self, major image, nondetection, sending, suggestion 3/day each: mislead, modify memory

Teleport. Titivilus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for l minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus’s Twisting Words for 24 hours.

LEGENDARY ACTIONS

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

Corrupting Guidance. Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must succeed on a DC 21 Charisma saving throw, or Titivilus decides how the target acts during its next turn.

Teleport. Titivilus uses Teleport.

Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.

Frequently Asked Question of Titivilus

Titivilus is an excellent monster, but most people have a few questions about it. I have listed the answers below;

1. Does Titivilus Takes Legendary Actions?

Titivilus can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Titivilus regains spent legendary actions at the start of his turn.

2. Can Titivilus Use Teleport?

Yes.

Titivilus uses Teleport. Titivilus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

3. How Does Titivilus Make Attacks?

Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. What Does Titivilus Do In DND?

Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. Knowing he has enemies on all sides and fearing he’ll be displaced like Moloch, Geryon, and so many others, he almost never travels farther than the sprawling city that lies outside his palace.

5. Does Titivilus Have Components?

No.

Titivilus has no material components required.

6. Can Titivilus uses Twisting Words?

Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must succeed on a DC 21 Charisma saving throw, or Titivilus decides how the target acts during its next turn.

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