b'Kyton, Interlocutor- Glorious One \n'b'  Family:   Kyton  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  198 (19d10 + 94)  Speed  40 ft.\n'b' STATS STR: 21 (+5) DEX:  14 (+2)  CON:  20 (+5)  INT:  18 (+4)  WIS:  15 (+2)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +10,  Wis  +7,  Cha  +10  Damage Resistances  fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  cold, poison  Condition Immunities   frightened ,  poisoned ,  stunned   Senses  darkvision 120 ft. passive  Perception  12  Languages  Common, Infernal  Challenge  16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Augur Attunement . Glorious ones have a psychic connection with augur kytons within 300 feet, allowing them to know their location at all times and to concentrate in order to see through the augur\xe2\x80\x99s eye as if usingarcane eye. In addition, a glorious one\xe2\x80\x99s mental synchronization with augurs grants the augurs advantage on  attack  rolls against any creature adjacent to the glorious one. \n'b'  Free Action . Difficult terrain does not cost a glorious one extra movement, and magic cannot cause it to become  paralyzed  or  restrained . \n'b'  Kyton\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the kyton\xe2\x80\x99s  darkvision . \n'b'  Magic Resistance . The kyton has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The glorious one makes 3 attacks with its claws. \n'b'  Claws .  Melee Weapon Attack : +10 to hit, reach 5 ft., or range 5 ft., one target.  Hit : 23 (4d8+5) slashing damage. \n'b'  Unnerving Gaze . As a bonus action, the kyton may turn its gaze on one target within 30 ft., causing them to make a DC 18  Wisdom  saving throw or become  paralyzed  for 1 round, as they believe that their own body parts are entangled within the kyton. \n'b'  Agonized Wail . All creatures within 120 ft. must succeed on a DC 18  Wisdom  saving throw or be  frightened  for as long as they are within 120 ft. of the glorious one. Creatures who makes this save are immune to this ability for 24 hours. \n'b'  Impaler . If a glorious one hits a creature with twice in the same round with its claw  attack , as a bonus action it impales that creature with metal shards. The target is  restrained  and takes 3 (1d6) points of slashing damage per round. It can escape with a DC 18  Dexterity  check; an ally assisting an impaled creature grants advantage on this check. A failed check deals 10 (3d6) points of slashing damage to the impaled creature. \n'b'\n'b' REACTIONS \n'b'\n'b'  Pleasure and Pain . Whenever an effect that causes creatures to become  frightened  or  stunned  affects a glorious one, as a  reaction  it can ignore that effect and instead gain 10  temporary hit points  and the benefit of a  bless  spell (no concentration required) for 1 minute. \n'b'  Slither Out . Whenever a glorious one would become  grappled ,  paralyzed ,  prone , or  restrained , as a  reaction  it can ignore that effect and instead can move up to 20 ft. and gain the benefits of a  haste  spell lasting until the end of its next turn. The glorious one suffers no ill effects when the  haste  ends. \n'b'\n'b' ABOUT \n'b' Gory sentinels with a lust for flesh and the myriad bodily fluids contained within, augurs number among the most common servants\xe2\x80\x94as well as most despicable\xe2\x80\x94of the chain devilssrd (also called kytons) on the Plane of Shadow. \n'b' Having given up their humanoid bodies in favor of the more stealthy and wretched guise of a singular large eye armored in bloodied metal plates, augurs act as spies and sycophants for more powerful kytons. Their miniscule size, sturdy exterior, and unnerving gazes make them ideally equipped for dangerous reconnaissance missions to the Material Plane, where the augurs are able to scout out potential raiding locations or spot vulnerable, lone travelers before their more powerful kyton brethren cross the planes to attack. \n'b'  Deadly Infiltrators . While their usefulness in tasks of stealth and guile makes augurs deadly companions, their insatiable lust for blood often proves their ultimate downfall. Augurs, like most kytons, find themselves in a heightened state of arousal when witness to the destruction of flesh, but the extent to which these muscular orbs find pleasure in blood is far more treacherous than their more disciplined peers. Many augurs cannot help but indulge themselves when exposed to gore\xe2\x80\x94rolling within and dipping their blades into freshly spilled pools\xe2\x80\x94an unfortunate trait which has led many careless augurs to their capture or doom.'