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The Children of Typhon: A New Cult and Its Leader

The Children of Typhon: A New Cult and Its Leader

At the center of the Abyssal layer of Tarkoros rises a lone mountain. Beneath this peak, Typhon, Father of Monsters, is imprisoned. His incarceration is the result of bitter conflict with the powers of good in ages past, punishment for his transgressions. Chained beneath the mountain, Typhon desires escape from his imprisonment above all else. Thus far, no known power has been able to free Typhon. The anger and frustration of the demon lord has carried over to the cult that worships him, and they endeavor to find knowledge and power that has yet to be tapped in their attempts.

Leaders, Organization, and Goals

The Children of Typhon are fractured into two distinct sects, each with its own power structure, leaders, and means of operation. They are both united in the purpose of releasing Typhon from his imprisonment. Despite this, they are also rivals, constantly competing with one another. Each sect wants the prestige of being the group that hands the Father of Monsters the keys to his freedom, proving their superiority over the other faction and subjugating the other side to their rule.

On one hand, there are the intelligent monsters that worship and serve Typhon, led by his favored children, the lamias. This sect is known as the True Daughters. Gender is not an issue for membership, and the name simply reinforces the fact that the lamias are in charge, whatever other creatures may bolster the sect’s ranks. The True Daughters are led by the ancient serpentine lamia matriarch, Kaliphanthe, whose great age and powerful magic make her more dangerous than a normal matriarch.

Kaliphanthe rules over a band of monsters of various kinds. Directly serving Kaliphanthe are a council of serpentine lamia matriarchs (see Creature Codex) that assist her in her work and act as her mouthpieces and delegates. Beneath the council is a rough hierarchy of other monsters. Serpentine lamias (see Creature Codex) are next in the pecking order, followed by the standard (and in the eyes of their serpentine sisters, lesser) lamias. Serpentine lamias typically go out of their way to destroy “false lamias” when they encounter them, but Kaliphanthe’s orders are to accept them (as obvious inferiors, but also) as fellow children of Typhon. The lamias in turn have doppelganger servants that work for them. The ranks of the True Daughters also boast an assortment of other monsters, including chimaeras, manticores, and minotaurs.

The True Daughters seek out powerful practitioners of the magical arts and coerce them into researching ways to end Typhon’s imprisonment. Bribery, enchantment, and outright kidnapping are their typical means of acquiring such wisdom. When these sages inevitably fail, their collected work is passed on to the next learned folk lured into the True Daughter’s clutches to provide a basis from which to work. Tidbits of such research are also used as bait to lure new captives into their clutches.

KALIPHANTHE

Large Monstrosity, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 152 (16d10 + 36)
Speed 40 ft., climb 20 ft.

STRDEXCONINTWISCHA
14 (+2)17 (+3)18 (+4)12 (+1)15 (+2)20 (+5)

Saving Throws Con +7, Cha +8
Skills Deception +11, Intimidation +11, Stealth +6
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common
Challenge 8 (3,900 XP)   Proficiency Bonus +3

Magic Weapons. Kaliphanthe’s weapon attacks are magical.

Serpent Strike. Kaliphanthe has advantage on attack rolls against a creature she has surprised or that is charmed by her or her allies.

Snake Body. Kaliphanthe has advantage on saving throws and ability checks against being knocked prone.

Speak with Snakes. Kaliphanthe can communicate with snakes as if they shared a language.

ACTIONS

Multiattack. Kaliphanthe makes four attacks but can use Constrict and Debilitating Touch attacks only once each per round.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, Kaliphanthe can automatically hit the target with her constrict, and she can’t constrict another target.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Debilitating Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 10 minutes. Until the curse ends, the target has disadvantage on Dexterity and Strength saving throws and ability checks.

Seduce. One humanoid Kaliphanthe can see within 30 feet of her must succeed at a DC 16 Charisma saving throw or be magically charmed for 1 day. The charmed target obeys Kaliphanthe’s verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat its saving throw, ending the effect on a success. If the target successfully saves against the effect or if the effect ends on it, the target is immune to Kaliphanthe’s Seduce for the next 24 hours. Kaliphanthe can have three seduced targets at a time. If she seduces another, the effect ends on a previous target of her choice.

Spellcasting. Kaliphanthe casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

  • At will: animal friendship (snakes only), detect thoughts, disguise self (any humanoid form), suggestion
  • 3/day each: animal messenger (snakes only), charm person, hypnotic pattern, moonbeam, sleep
  • 1/day each: compulsion, dominate person, vampiric touch

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