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Toiryo CR: 10 (5.9kxp)

Medium aberration, chaotic evil
Armor Class: 16
Hit Points: 83 (11d8+33)
Speed: 30 ft

STR

9 -1

DEX

16 +3

CON

16 +3

INT

15 +2

WIS

12 +1

CHA

18 +4

Damage Resistances: Fire, Lightning, Thunder, Bludgeoning, Piercing, and slashings from non-magical Weapons.
Damage Immunities: Acid, Cold, Poison, Psychic
Condition Immunities: Cannot be Charmed, Frightened, or Poisoned.
Senses: Darkvision 60ft, Passive Perception 11
Languages: Common, Infergenti, Toigo
Challenge Rating: 10 (5.9kxp)

At will: Levitate, Mage Hand, Phantasmal Killer

1/day: Power Word Stun, Plane Shift

3/day: Misty Step, Shield, Hungar of Hadar.


Magical Resistances The Toiryo is advantaged for saving throws against spells and magical effects.
Innate Spellcasting The Toiyro's spellcasting ability is CHA, (DC16, +8 to hit with spell attacks) The listed spell-list are the spells it may cast with this ability with no components required.
Manipulate Resin The Toiryo can shape and control it's resin armor at will, as if it was using the Bigby's Hand spell, but does not require concentration and has an unlimited duration. Once the resin armor is destroyed, the Toiryo cannot summon more armor until it takes a long rest.
Vile Transformation If the Toiryo spends 8 hours infusing an incapacitated or willing creature with it's essence, the creature must make a DC 16 CON saving throw, on a failed save, the creature begins to transform into a Toiryo of appropriate type for the creatures race.

Actions

Ribbon Dagger. Melee Weapon Attack: +7 to hit, reach 15ft, one target. Hit: 5(1d4+3) piercing damage plus 17 (5d6) psychic damage.

The Toiryo are corrupted elves that seek to raze that material plane, and make it more habitable to their corrupted elven forms.

Suggested Environments

Underdark, Caverns, Dungeons


Created by

Abner_Mason.

Statblock Type

Monster

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