typhon (sydon)

I am running a modified Odyssey of the Dragonlords campaign called Clash of the Titans.  My players finally faced off against Sydon (who I renamed Typhon to make it more in line with Greek mythology).  A fun time was had by all.  I eliminated the Kentamane battle entirely.

The original Sydon was pretty boring, looked like the designers just took an Empyrean and merged it with a storm giant.  I converted it into something more thematic for Typhon with a two-phase boss fight.

Phase 1  Typhon was decapitated by a vorpal weapon by the parties fighter.  Legendary creatures are normally immune to decapitation but the attack was a killing blow anyway. As his head fell off hundreds of snakes exploded from his neck as he transformed into the real Typhon.

Phase 2 Typhon was just a brute of a monster who attacked the last person who attacked him and even killed Yala with his breath weapon – one of his own children.

The killing blow came from the sorcerer who had access to time magic through a series of events earlier in the campaign.  One of his spells was wipe from time which he used in combination with a magic missile to land the killing blow and… everyone instantly forgot who Typhon was.  A fitting end for such an arrogant titan.

NB: I use an abbreviated stat block for my monsters.  Just makes them easier to read in combat and easier to convert to other games like OSR.  It should be easy to decipher. One call out, I use the AC number for all DCs as well.


TYPHON – PHASE I

Huge celestial (empyrean, titan), lawful evil

AC 22, HP 418, Speed 50 ft., fly 50 ft., swim 50 ft.

STR +17, DEX +5, CON +10, INT +12, WIS +13, CHA +15; +9
Skills Insight +13, Persuasion +15
Immunities cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 16 Languages all
CR 23 (50,000 XP)

Innate Spellcasting. Typhon’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: greater restoration, pass without trace, water breathing, water walk
  • 1/day each: commune, control weather, tsunami, storm of vengeance, plane shift (self only)

Lord of Storms. Typhon can control the weather around him. After the end of his second combat turn, gargantuan clouds of roaring thunder appear in a 1-mile radius around him. They bring the following effects:

  • At the start of his turn, every creature except Typhon has to succeed on a CON saving throw or be deafened until the end of their next turn.
  • Ranged weapon attacks are made with disadvantage due to strong winds.
  • Constitution Saving throws rolled to maintain concentration are made with disadvantage.

Amphibious. Typhon can breathe air and water.

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

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

Magic Weapons. Typhon’s weapon attacks are magical.

The Monster Within. When Typhon is reduced to 0 hit points his primal and true nature takes over. He grows and transforms into a 100 ft monstrosity.  Use the Phase II stat block.

 

Actions x2

  • Glaive. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 3d8 + 10 slashing or bludgeoning damage (Typhon’s choice). If the target is a creature, it must succeed on a CON saving throw or be stunned until the end of Typhon’s next turn.
  • Wind Javelin. Typhon coalesces wind into a javelin-like form and hurls it at a creature he can see within 600 feet of him. The javelin is considered a magic weapon and deals 7d6 damage to the target, striking unerringly. The javelin disappears after it hits. Typhon may determine the damage type of the javelin: acid, cold, fire, force, lightning, piercing, radiant, or thunder.

 

Reaction x1

Thunderous Teleport. Typhon teleports to an unoccupied space up to 60 feet away in blasting thunderous fashion when an attack hits or misses. Creatures within 10 feet of the place he began or ended the teleport take 2d10 thunder damage. Any creature that takes any thunder damage is knocked prone.

 

Legendary Actions x [party size /2]

  • Typhon makes one attack with his glaive or bolt.
  • Lightning Storm. Typhon creates three bolts of lightning, each of which can strike a target. Typhon can see within 120 feet of it. Each target must make a DEX saving throw, taking 4d10 lightning damage on a failed save, or half as much damage on a successful one.
  • Tremor Strike. Typhon strikes the ground with his glaive, triggering an earth tremor. All other creatures on the ground within 60 feet of him must succeed on a STR saving throw or be knocked prone.
  • Typhon targets a creature he can see within 60 feet of him and creates a magical gust of wind around it. The target must succeed on a STR saving throw or be pushed up to 20 feet in any horizontal direction Typhon chooses.
  • Thunderbolt (2 Actions). Typhon hurls a thunderbolt at a creature it can see within 600 feet of him. The target must make a DEX saving throw, taking 4d10 thunder damage on a failed save, or half as much damage on a successful one.
  • One with the Storm (3 Actions). Typhon vanishes, dispersing himself into the storm surrounding his tower. Typhon can end this effect at the start of any of his turns, becoming a giant once more and appearing in any location he chooses within his lair. While dispersed, Typhon can’t take any actions other than lair actions, and he can’t be targeted by attacks, spells, or other effects. Typhon can’t use this ability outside Praxys, nor can he use this ability if another creature is using a control weather spell or similar magic to quell the storm.

TYPHON – PHASE II

Gargantuan monstrosity (titan, mythic), chaotic evil

AC 20, HP 418/209, Speed 50 ft., fly 50 ft., swim 50 ft.

STR +17, DEX +5, CON +10, INT +12, WIS +13, CHA +15; +9
Skills Insight +13, Persuasion +15

Resistances cold, fire, lightning, thunder
Immunities poison; frightened, poisoned, stunned
Senses truesight 120 ft., passive Perception 16 Languages all
CR 28 (120,000 XP)

 

  • Call of Tartarus (Aura). Typhon constantly emanates monstrous hisses, roars, and screams while he is not incapacitated. Each creature that starts its turn within 50 feet of Typhon and can hear the cacophony must succeed on a WIS saving throw. On a failure, the creature becomes frightened for 1 minute, and on a failure by 5 or more the creature is terrified, dropping anything it is holding and fleeing until Typhon is out of sight. 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 Typhon’s Call of Tartarus for the next 24 hours.
  • Godhand. Typhon’s weapon attacks are magical. In addition, they punch through any resistance or immunities that nullify his bludgeoning, piercing and slashing damage.
  • Magic Resistance. Typhon has advantage on saving throws made against spells and other magical effects.
  • Mythical Resistance (3/Day). If Typhon fails a saving throw, he can choose to succeed instead. He may use a charge of mythical resistance to cancel or counter an effect as a reaction (DM’s discretion).
  • When Typhon is bloodied, he gains all traits and actions with the mythic tag until the end of the encounter.
  • Primordial Poison. A creature immune to poison damage takes half damage from any poison damage dealt by Typhon.
  • Virulent Poison (Mythic). Until the end of the encounter, poison damage dealt by Typhon ignores resistances and immunities.
  • Writhing Mass (Aura). Hundreds of snakes writhe from Typhon’s body, snapping at everything in a 15-foot radius. When a creature starts its turn or first enters this area, the creature must make a DEX saving throw or takes 2d8 + 8 piercing damage plus 6d6 poison
  • Power of the Old Gods. Typhon stole his divinity from the original pantheon of Olympian powers. This power has waned in recent days as the gods demiurges fight against him and bless the PCs. However, this still provides immortal durability to Typhon.  Reduce all damage by 1d4 per die.

ACTIONS x2

  • Torrent of Asps.Melee Weapon Attack: +16 to hit, reach 25 ft., one target and all adjacent targets within 5 feet. Hit: 3d10 + 8 piercing damage plus 6d6 poison   Targets within 10 feet need to make a DEX saving throw or take half the rolled damage.
  • Ranged Weapon Attack: +16 to hit, range 480/960 ft., one target. Hit: 4d10 + 8 bludgeoning damage.
  • Fiery Gaze (Timer 1d4). Typhon unleashes flames in a 120 foot-cone from his eyes. Each creature in the area must make a CON saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.
  • Drakon (Mythic, Timer 1d5). Typhon’s many dragon heads target all creatures within 120 feet of him and exhales poisonous gas. Each creature in that area must make a CON saving throw, taking 22d6 poison damage on a failed save, or half as much damage on a successful one.

 

LEGENDARY ACTIONS x3

  • Punisher. Typhon uses one of his available actions.
  • Blazing Tumult (1/turn). Typhon erupts with fire and wind in a 60-foot radius. Each creature in the area must make a DEX saving throw, taking 4d6 fire damage and 4d6 thunder damage on a failed save, or half as much damage on a successful save. A creature that takes 15 or more thunder damage is flung up to 30 feet in a random direction and knocked prone. If a thrown creature strikes an object, such as a wall or floor, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the thrown creature hits another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage as the thrown creature and be knocked prone. In addition, until the end of Typhon’s next turn other creatures that make ranged weapon attacks within the area have disadvantage.
  • Maelstrom (Mythic) (1/turn). Typhon sends the sea around him into a maelstrom. Creatures within 100 feet of Typhon must make a STR saving throw or be knocked prone and pushed 50 feet away from him. For the next round, creatures within 50 feet of him must make a STR (Athletics) check to move in the water. Any creature that has a swim speed makes this check with advantage.
  • Father of Monsters (1/turn). One of Typhon’s heads detaches and turns into a typhon spawnling. It acts this turn.