Kylix
A fiend of flattery talks a room to pieces before it ever throws a punch, turning salon gatherings into webs of whispered ruin.
A kylix is a fiend of flattery and salon intrigue, gliding through gatherings with a poisoned tongue and a smile that turns whole rooms against one another. It fights with words first and unholy fists only when the conversation has run dry.
In play
The kylix has a +1 status bonus on all saves vs. magic.
Rituals DC 21
- 1st Diabolic Pact
- 2nd Inveigle
Divine Innate Spells DC 21, attack +13
- Cantrips (2nd) Bullhorn, Message, Prestidigitation, Shield
- 1st Bane, Charm (at will)
- 2nd Invisibility, Silence
Courteous Causerie [Single Action] (Concentrate, magical) The kylix attempts a Deception, Diplomacy, Performance, or Society check, and compares their result against the Will DCs of up to four creatures within 60 feet.
Level 4
Perception +11 · Senses greater darkvision · Languages Common, Diabolic; telepathy 100 feet · Skills Alcohol Lore +12, Deception +12, Diplomacy +12, Performance +12, Politics Lore +12, Religion +10, Society +12
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +1 | +2 | +2 | +5 | +2 | +3 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 20 | +9 | +12 | +10 |
HP 57 · Immunities fire · Resistances physical 5 (except silver) · Weaknesses holy 5
Speed 25 feet
Actions
- Melee Fist [Single Action] +12 (Agile, finesse, nonlethal, unarmed, unholy), Damage 2d6+2 bludgeoning
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