Teleios, V2

by MajikMuffin

Search GM Binder Visit User Profile

Teleios

Once the greatest of the Exarchs, now a fearsome Demon Lord, Teleios styles himself as the Lord of Sin, taking exquisite pleasure in the transgressions of mortals.

During the Titanomachy, the war with the primordial elemental Titans, Teleios was sent to the Material plane to train mortals in the ways of war. Over the course of the war, he accrued followers gaining in power until he became a god in his own right. His angelic host began to fight with more and more ferocity, adopting fiendish aspects to better fight their elemental enemies. They began to care less about the individual atrocities that occurred in battle, focusing instead on the overall course of the war. The horrors Teleios and his followers left in their wake did not go noticed by the other gods, however.

During the battle of Rannarkh, Teleios used his divine powers to tear down the fourth moon of Thiera, causing a cataclysm that defeated the rampaging forces of the elementals, but at great cost of mortal life. Teleios averted his eyes from the death and destruction that he had caused, instead reveling in victory. Horrified, the other gods bound Teleios, and returned him to the outer planes to stand trial for his actions.

Presided by Primus, the trial resulted in the creation of the Proscriptions, powerful magics binding the gods to the outer planes for the rest of time, as well as striking knowledge of Teleios from mortal minds. His Sarcophagus remains undisturbed in a secret location, known to few, hopefully lost to history.

Teleios appears as a horned, four-armed, six-winged Solar, with a multitude of eyes weeping blood situated on his body, a dark distortion of his previous angelic appearance.

Teleios' Lair

Teleios' lair in the Abyss is called the Font of Iniquity, a place of great depravity and conflict. It is populated by fallen angels as well as demons and daemons who revel in the dark pleasures.

Lair Actions. On initiative count 20 (losing initiative ties), Teleios can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Teleios casts one of his innate spells.
  • Tongues of radiant flame engulf any number of creatures within 120 feet of Teleios. Each creature chosen must succeed on a DC 25 Dexterity saving throw or take 27 (6d8) fire damage, or half as much damage on a successful one.
  • Each creature of Teleios' choice that is within 120 ft of him and is aware of him must succeed on a DC 19 wisdom saving throw or become 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 effect for the next 24 hours.
"I have gazed into the Abyss. . . and found Truth."

Regional Effects. The region containing Teleios' lair is warped by his magic, creating one or more of the following effects.

  • The area within 10 miles of his lair is perpetually overcast, with a dim, red light suffusing the area.
  • Within 6 miles of the lair, creatures can't close their eyes.

If Teleios dies, these effects fade over the course of 1d10 days.

Astaroth, Bebeto Daroz, https://www.artstation.com/artwork/xzN2EO



Teleios, the Sin-Eater

Large fiend (demon lord), chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 540 (40d10+320)
  • Speed 50 ft., fly 150ft.

STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)

  • Saving Throws Con +15, Int +14, Wis +14, Cha +17
  • Skills Athletics +15, Intimidation +17, Perception +14, Religion +14
  • Damage Resistances cold, fire, lightning, necrotic
  • Damage Immunities poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, exhaustion, frightened, poisoned
  • Senses truesight 120ft., passive Perception 24
  • Languages All, telepathy 120 ft.
  • Challenge 25 (75,000 XP) Proficiency Bonus +7

Angelic Weapons. Teleios' weapon attacks are magical. When he hits with any weapon, the weapon deals an additional 6d8 radiant damage (included in the attack). The weapons deal maximum damage when the target is an elemental.

Fiendish Aura. Whenever an enemy creature begins its turn within 30 feet of Teleios, That creature must make a DC 18 Wisdom saving throw or take 18 (4d8) radiant damage and suffers one of the effects of the eyebite spell. If the creature succeeds on the save, it instead takes half damage and does not suffer the effects of the spell.

Freedom of Movement. Teleios ignores difficult terrain and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Innate Spellcasting. Teleios' spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Teleios can innately cast the following spells, requiring no material components:

At will: command, detect magic, fireball (radiant damage) geas, invisibility (self only), wrathful smite

3/day each: blade barrier, detect evil and good, dominate monster

2/day: meteor swarm

1/day: gate

Legendary Resistance (3/day). If Teleios fails a saving throw he he can choose to succeed instead.

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

Unending Torment (Mythic trait; Recharges on a short or long rest). If Teleios is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 200 hit points. In addition, his form takes on a more fiendish appearance; his legs morph into cloven hooves and his six wings begin to act as shields for him. A wing has AC 20 and 60 hitpoints. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). Teleios can't be damaged until all of his wings are destroyed.

Actions

Multiattack. Teleios makes four greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage.

Radiant Bolt. Ranged Spell Attack: +17 to hit, range 120 ft., one target. Hit: 27 (6d8) radiant damage. If the target is a creature that has 100 or less hitpoints, it must make a DC 15 Constitution saving throw or fall unconscious.

Legendary Actions

Teleios can take 3 legendary actions, choosing from the options below. Only one legendary action can be taken at a time and only at the end of another creature's turn. Teleios regains the spent legendary actions at the start of his turn.

Teleport. Teleios teleports to an unoccupied space within 120 feet of him.

Searing Crowns (Costs 2 Actions). Teleios emits a burst of energy in a 10-foot-radius sphere centered on a point within 60 feet of him. A crown of flames forms over all creatures within the radius, and they must make a DC 17 Dexterity saving throw or take 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or take half as much damage on a passed save.

Spell (Costs 3 Actions). Teleios casts one of his at will spells using his innate spellcasting feature.

Mythic Actions

When Teleios' Mythic trait is active, he can instead take 5 legendary actions, and may also choose from the following options.

Summon Demons (Costs 4 actions). Teleios summons any number of demons with a total challenge rating of 17 or less.

Reactions

Parry. Teleios adds 5 to his AC against one melee attack that would hit him. To do so, Teleios must see the attacker and be wielding a melee weapon.