Typhus the Traveller (5e Creature)

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Typhus[edit]

Large undead, neutral evil


Armor Class 20 (terminator armor)
Hit Points 189 (14d10 + 112)
Speed 20 ft.


STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 26 (+8) 16 (+3) 14 (+2) 16 (+3)

Saving Throws Str +11, Con +14, Cha +9
Skills Athletics +11, Intimidation +9, Medicine +8, Perception +8
Proficiency Bonus +6
Damage Resistances acid, necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Damage Immunities poison
Condition Immunities paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Abyssal, Common, Infernal
Challenge 18 (20,000 XP)


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

Brute. A melee weapon deals one extra die of damage when Typhus hits with it (included in the attack).

Destroyer Hive. At the start of each of Typhus’s turns, each creature within 10 feet of Typhus takes 7 (3d4) piercing damage. A creature that touches Typhus or hits him with a melee attack while within 5 feet of him takes 7 (3d4) piercing damage. This damage is magical.

Keen Senses. Typhus has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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

Magic Weapons. Typhus’s weapons are magical.

Nurgle’s Blessing. Typhus has advantage on all Constitution saving throws.

Regeneration. Typhus recovers 7 hit points at the start of each of his turns.

Stench. Any creature that starts its turn within 10 feet of Typhus must succeed on a DC 22 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Typhus’s stench for 24 hours.

ACTIONS

Multiattack. Typhus makes two scythe attacks.

Scythe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) slashing damage and 11 (2d10) necrotic damage, and the target cannot regain hit points until the start of Typhus's next turn.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage and the target must make a DC 19 Strength saving throw or be knocked prone.

Blight Grenade. Typhus hurls a magical grenade at a point he can see up to 60 feet away. All creatures within a 20-foot radius of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
The grenade releases a cloud of toxic gas that covers a 20-foot radius. Any creature that is completely within the cloud at the start of its turn must make a DC 19 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature must also spend its action on that turn retching and reeling. Creatures that do not need to breathe or are immune to poison automatically succeed on this saving throw.
The gas cloud lingers until the end of Typhus’s next turn.
Typhus carries 4 blight grenades.


LEGENDARY ACTIONS

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

Teleport. Typhus magically teleports, along with any equipment he is carrying, up to 60 feet to an unoccupied space that he can see.
Bilious Burst (Costs 2 Actions). Typhus expels a wave of putrid fluids from his body. All creatures within a 20-foot radius of Typhus must make a DC 22 Dexterity saving throw, taking 16 (3d10) acid damage on a failed save, or half as much damage on a successful one.
Aura of Pestilence (Costs 3 Actions). Typhus releases a wave of rancid wind that sickens all who breathe it. All creatures within a 20-foot radius of Typhus must make a DC 22 Constitution saving throw or gain one level of exhaustion.

Typhus the Traveller is an infamous plague marine and the greatest champion of the Chaos God Nurgle. Having long since become something less than human, this pestilential monster spreads filth and decay across the multiverse in Nurgle’s name.

An Early Convert. It is said that Typhus worshipped the Ruinous Powers long before the chaos space marine legions rebelled against the god-emperor, and that he kept his true allegiance secret for decades. During the war Typhus made a deal with the Chaos God Nurgle, trapping his legion’s fleet between the planes where they would be easy prey for Nurgle’s daemons in exchange for power. A horrible pestilence took hold of the ships, and Typhus’s fellow space marines were transformed into the first plague marines while he became something far worse.

The Destroyer Hive. Typhus’s flesh is inextricably fused to the inside of his terminator armour, and countless stinging flies now crawl through his honeycombed body like bees within a hive. They are the Destroyer Hive, and the Hive is Typhus. The flies surround Typhus in a constant cloud, biting and stinging at anything that comes too close, filling the air with a nauseating drone. Between that and the foul stench of his decaying body, merely standing in Typhus’s vicinity is as much of an ordeal as trying to fight him.

Arms of the Reaper. Typhus carries the Manreaper, a scythe used by the bodyguards of the titan Mortarion. Its notched blade is encrusted with filth and saturated with curses, and any wound it inflicts becomes difficult to heal. He also carries the grotesque blight grenades common to all plague marines. Finally, Typhus has sorcerous powers that manifest as waves of rancid air and bursts of poisonous fluid that far exceed what his bloated body should be able to contain.

Undead Nature. Typhus does not need to eat, sleep, drink or breathe.

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