Mr. Nyx (a.k.a. Mr. Nyx)
A chaotic evil Imp who likes to play games with mortals.
Physical Description
Nyx - Tiny fiend (devil), lawful evil
Armor Class 16
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR
6 (-2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal
Challenge 1 (200 XP)
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a Demon Dog(speed 20 ft.), a Wyvern (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Actions
Horror Nimbus (Recharge 5-6): Nyx magically emits scintillating, multicolored light. Each creature within 15 feet of the Nyx that can see the light must succeed on a DC 15 Wisdom saving throw or be Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Nyx’s Horror Nimbus for the next 24 hours.
Teleport: Mr. Nyx magically teleports, along with any Equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Powers of illusion - The imp can cast major image every 6 rounds.
Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Mental characteristics
A member of the Allimentari Mr. Nyx lives for thousands of years. At some point in the last millennia he became infatuated with mortals especially humans. He spent hundreds of years torturing different adventurers and heroes putting them through elaborate games and trials. At some point he notices a small blue Kobold who catches his eye.
His last scheme was placing a small group of adventurers in a labyrinth and force them through a series of death traps. He rolled large stone balls down the halls and chased them with small flying creatures. The prize at the end of this was the crystal skull created by Anton Orbalann.
Allimentari Gender is fluid.
Mr. Nyx captured Vom Fass and placed him inside a large wooden game. He underestimated the little kobold and the kobold escaped using his own brand of wild magic.
Subject (Trivial)
Towards Nyx All’zurchazurann Ixauran
History
Nyx once caught Vom Fass and placed him in a haunted tower filled with games and puzzles. Vom Fass was able to heckle the imp enough for the imp to materialize. Nyx threatened him with violence and taunted Vom Fass by telling him he was trapped in the tower forever. Vom Fass deceived Nyx by telling him of a great treasure that he had buried just prior to being trapped in the tower. Nyx demanded the treasure and Vom Fass devised a game of chance using an old card game and got Nyx to bet against Vom’s freedom.
Vom Fass cheated using a card up his sleeve and Nyx set him free assuming he was going to get the treasure as per the deal. Vom Fass used his screwed up sorceror’s powers and attacked Nyx with what he thought was lightning, but it turned out to be a jet of water. Screaming in pain Nyx retreated to the material plane.
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