Illustration Xan Drake

Tywin

horatio.fairburn
Challenge 6
(2,300 XP)
Robinloft Estimated CR 6
Medium humanoid (half-elf), any alignment (allegedly)
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
18 (+4)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws Int +7, Wis +4
Skills Animal Handling +4, Arcana +7, History +7, Nature +7
Senses darkvision 60 ft., passive Perception 11
Languages common, elvish, sylvan, draconic
Environments urban
Familiar.

Tywin has an Owl Familiar, which acts on it’s turn. The Familiar has the stats and actions of an owl but cannot attack, though it can deliver Tywin’s touch spells. If the Owl Familiar is within 100 feet, Tywin can see and hear through it’s eyes, though Tywin is blind and deaf during this time.

Fey Ancestry.

Tywin has advantage on Saving Throws against being Charmed, and magic can’t put Tywin to sleep.

Spellcasting. Tywin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mending, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
4th level (3 slots): confusion, polymorph
5th level (1 slot): creation

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Hypnotic Gaze (Recharge 4–6).

One creature that Tywin can see within 5 feet. If the target can see or hear Tywin, it must succeed on a DC 15 Wisdom saving throw or be charmed by it until the end of Tywin’s next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, Tywin can use an action to maintain this effect, extending its duration another turn. However, the effect ends if Tywin moves more than 5 feet away from the creature, if the creature can neither see nor hear Tywin, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, Tywin can’t use this feature on that creature again until it finishes a long rest.

Reactions

Instinctive Charm. When a creature Tywin can see within 30 feet of it makes an attack roll against it, it can divert the attack, provided that another creature is within the attack’s range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including Tywin or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, Tywin can’t use this feature on the attacker again until it finishes a long rest. Creatures that can’t be charmed are immune to this effect.

Tywin

Not yet described

Duplication and Templates

Tywin (horatio.fairburn) has been modified from other monsters.

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