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CIRCLE OF PHENEX / AUGUST 2026

Chīyóu

Huge fiend

EST. CR 16ARMOR CLASS 19HIT POINTS 324

A battlefield relic has awakened its ancient champion; destroying three war banners ends his claim over the valley.

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Original 5e-style homebrew v0.2 — estimated CR; not playtested. The stats below are original game material created for this release.

At your table.

CIRCLE OF PHENEX / AUGUST 2026

Chīyóu

Huge fiend

Original 5e-style homebrew v0.2 — estimated CR; not playtested
Armor Class19
Hit Points32424d12 + 168
Estimated CR16Proficiency +5

Speed 40 ft.

STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
14 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving throws
STR +13, CON +12, WIS +9
Resistances
fire; bludgeoning, piercing and slashing from nonmagical attacks
Immunities
None
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Infernal

Traits

War-Mist. Chīyóu ignores lightly obscured conditions caused by smoke or mist.

Legendary Resistance (2/Day). If Chīyóu fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Chīyóu makes three War Cleaver attacks.

War Cleaver. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) slashing damage.

Iron Tempest (Recharge 5–6). Each other creature within 20 feet makes a DC 21 Dexterity saving throw, taking 49 (14d6) slashing damage on a failure or half on a success. On a failure, a creature also falls prone.

Bonus actions

Bloodward Advance. Chīyóu moves up to half his speed toward a creature he can see that is below its hit point maximum. This movement can provoke opportunity attacks.

Legendary actions

3 legendary actions, regained at the start of its turn. Use one option at the end of another creature’s turn, only while not incapacitated.

March (1 action). Chīyóu moves up to half his speed without provoking opportunity attacks.

Cleave (2 actions). Chīyóu makes one War Cleaver attack.

Action timing reference

On its turn, a creature has one action and can use one listed bonus action. Multiattack is one action; it does not also grant a recharge action. A creature has one reaction, regained at the start of its turn. For Recharge 5–6, roll a d6 at the start of each of its turns after use; the ability returns on a 5 or 6. A creature cannot use reactions or legendary actions while incapacitated.

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