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Gelugon Styx CR: 18

Large fiend (yugoloth), neutral evil
Armor Class: 19
Hit Points: 264hp (24d10+132) [24d10+132]
Speed: 40 default: ft

STR

27 +8

DEX

15 +2

CON

25 +7

INT

25 +7

WIS

19 +4

CHA

25 +7

Saving Throws: Charisma, Constitution, Dexterity, Wisdom
Skills:

Insight +11, Intimidation +14, Perception +11, Persuasion +14

Damage Resistances: Lightning, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Damage Immunities: Acid, Cold, Fire, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses:

Truesight 120ft., Passive Perception 21

Languages: Abyssal, Common, Infernal; Telepathy 120ft.
Challenge Rating: 18
Proficiency Bonus: +7

Chilling River. All squares surrounding the Gelugon Styx in a 3 by 3 grid are difficult terrain. If a creature is in the area of effect at the start of its own turn, then the creature is subjected to the following effect: Constitution Saving Throw: DC 15. Failure: The creature gains one level of exhaustion. Success: The creature takes 14 (3d8) cold damage plus 9 (2d8) necrotic damage. Creatures with immunity to cold damage instantly succeed the saving throw while creatures with resistance to cold damage have advantage. A creature can only gain one more level of exhaustion from this effect if it does not leave the area of effect by the start of their next turn. While a creature is in the area of effect, it has disadvantage on all charisma and dexterity rolls or saving throws.

Legendary Resistance (4/Day). If Gelugon Styx fails a saving throw, it can choose to succeed instead.

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

Regeneration. Gelugon Styx regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. Gelugon Styx dies only if it starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Gelugon Styx makes three Ice Spear attacks. It can replace one attack with a Tail attack.

Ice Spear. Melee or Ranged Attack Roll: +15, reach 5 ft. or range 30/120 ft. Hit: 19 (4d8+ 1) Piercing damage plus 15 (3d8) Cold damage. Until the end of its next turn, the target can't take a Bonus Action Reaction, or opportunity attacks, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to Gelugon Styx's hand immediately after a ranged attack.

Ice Wall (Recharge 5-6). Gelugon Styx casts Wall of Ice (level 9 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 22).

Otiluke's Freezing Sphere (Recharge 5-6). Gelugon Styx casts Otiluke's Freezing Sphere (level 9 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 22).

Summon Yugoloth (1/Day).Gelugon Styx has a 50 percent chance of summoning its choice of 1d4 mezzoloths, 1 ice devil, or 1 arcanaloth. A summoned creature appears in an unoccupied space within 60 feet of Gelugon Styx, acts as an ally of Gelugon Styx, and can't summon other creatures. It remains for 1 minute, until it or Gelugon Styx dies, or until Gelugon Styx dismisses it as an action.

Tail. Melee Attack Roll: +15, reach 10 ft. Hit: 19 (4d8+1) Bludgeoning damage plus 22 (4d10) Cold damage.

Bonus Actions

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

Reactions

Chains Of Frost. When Gelugon Styx is damaged by another creature, that creature must make a DC 15 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. If the creature that damaged Gelugon Styx has one or more levels of exhaustion, then that creature becomes restrained (Escape DC: 15). If the creature already has the restrained effect and has one or more levels of exhaustion, then they will become petrified. To end petrification, the petrified must take either fire or radiant damage, by having the spell Heal cast on it, or by thawing after 1d4 hours.

Gelugon Styx named itself purely out of hatred for the devils that once enslaved its people. Gelugon Baatezu, the name of the race of ice devils that work under Mephistopheles were not always devils, they were a race of yugoloths that lived along the River Styx in Hades. Not only had Gelugon Styx's people been enslaved by an archdevil, its land was taken as well. Mephistopheles, commonly thought of as the second strongest being in Baator, as well as being second in command, had been a driving force behind the start of the blood war, a never-ending fight between devils and demons that took place in none other than Hades. The war displaced many yugoloths, with the majority of them seeking asylum in the plane of Gehenna. Gelugon Styx wanted revenge. It would train until it could set its people free from the clutches of Mephistopheles, no matter maintaining relations between devils and yugoloths, it simply did not care. Freedom is the one thing that Gelugon Styx wanted, and it would not be bound by the wants of any other yugoloth. In order to truly hone its abilities, Gelugon Styx decided to retreat, not to Gehenna, but to the material plane, in search of a world of ice. During its arrival, the world of Tanninci was just that, a frozen over glacier. Who's to say when Gelugon Styx will finally come out of hiding?


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