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Lord of Typhon

Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]

In the shadowed and forgotten corners of the cosmos, where the stars whisper secrets to the void, lies a truth so profound that the merest glimpse of it unravels the sanity of mortal minds.

Storyteller cues

First nightWake the Lord of Typhon's neighbors. Show the YOU ARE and Minion tokens & give a thumbs-down.

Other nightsThe Lord of Typhon chooses a player. ◦

Jinxes

Summoner

If a Lord of Typhon is summoned, they must neighbor a Minion & their other neighbor becomes an evil Minion.

How to run it (Storyteller)

Seat all evil characters in a contiguous line with the Lord of Typhon somewhere in the middle (not necessarily the exact centre), then add one extra Minion beyond the script's normal count and adjust Outsiders as you choose. If a Lord of Typhon enters play mid-game via summoning, their two neighbours must both be Minions — make the non-Minion neighbour evil and a Minion immediately. Watch for seating arrangements that inadvertently reveal the evil cluster; stagger good players around them if the table is small, and remember that the King can simply be absent from the bag entirely as a valid setup choice.

How to play

  • Your kill is unconditional each night — use it to eliminate confirmed or strongly-suspected protectors (Soldier, Monk target) before moving on to key information roles like the Empath or Undertaker.
  • Your linear seating constraint is public knowledge if players deduce it; lean into it by claiming a central seat is coincidental or by deflecting attention onto a Minion neighbour who can take heat.
  • Coordinate with your Minions about bluffing roles that would naturally sit near each other, so the evil line looks like a coincidental cluster of townsfolk rather than a forced arrangement.
  • Claim a role that benefits from being in the middle of conversations — Empath, Juggler, or Seamstress all justify you asking neighbours about their characters, which is information you legitimately want for coordination.
  • The most common mistake is killing aggressively every night without regard for Slayer, Monk, or other protective abilities; probe those possibilities first by killing low-value targets the first night or two.

How to fight the Lord of Typhon

  • Map the seating order and look for a contiguous block of players who are never nominated against each other and who each have vague or unverifiable role claims — that cluster almost certainly contains the entire evil team.
  • Because there is one more Minion than normal, count claimed Minion-type bluffs carefully; an extra unexplained player with a Minion-adjacent deflection is a strong tell that the Lord of Typhon is on the script.
  • Rotate Monk protection onto whoever the town most needs alive — typically the highest-information role — since the Lord of Typhon's kill is relentless and unblockable by most means; deny them clean kills to slow their tempo.
  • Use the linear seating constraint offensively: if you can identify even one confirmed Minion, both immediate neighbours are high-priority suspects, and the Lord of Typhon must be somewhere in that chain.
  • Town wins by executing into the evil line decisively — once you have the cluster located, execute adjacent players on consecutive days rather than spreading votes across the table.

Key interactions

Summoned Lord of Typhon

When a Lord of Typhon enters mid-game through a summoning mechanic, whoever sits on their non-Minion side is instantly converted into an evil Minion, potentially flipping a previously good player and collapsing trust in anyone near that seat.

King

The Lord of Typhon's setup flexibility allows the King to be removed from the character bag entirely, so good players should not assume the King is in play just because it is on the script — its absence is a quiet signal that Lord of Typhon is the demon.

Poisoner

A Poisoner on the evil team can poison a protective role the night before the Lord of Typhon targets that role's ward, ensuring the kill lands cleanly and stripping good of their best defensive layer.