Dracolich Ascension
Carnaxis has completed the ancient ritual to become a dracolich, which combined with his already incredible power propels him to godhood, worthy of being worshiped by masses. As a result of his ascension, he gains the following benefits:
• Should Carnaxis die, his soul is instantly transported to his phylactery, from which he is resurrected within 2d4 days. This resurrection provides a new body, and reforms all equipment he was wearing upon death, the items disappearing from wherever they were previously.
• Carnaxis gains immunity to Necrotic and Poison damage, and the Exhausted, Paralyzed, and Poisoned conditions as his new body is impervious to effects requiring a traditional body.
• Carnaxis is considered both a Dragon, and an Undead.
• Carnaxis is immune to effects that harm Undead more so than others, as his draconic nature takes over. Additionally, he gains the ability to harness his Lay on Hands ability offensively. Instead of healing, he may deal Necrotic damage equal to the charges expended.
• Carnaxis may change any Radiant damage he deals to Necrotic damage.
• The damage dice of Carnaxis’ breath weapon become d20's, and the amount of dice is doubled.
Life Siphon
Carnaxis gains the ability to ravage the existence of creatures, restoring his undead body in return. He gains the following benefits:
• Whenever Carnaxis deals, or takes Necrotic damage he regains HP equal to double the damage dealt.
• When Carnaxis reaches 0 hit points, he may expend any amount of his available hit dice, adding his Constitution modifier with each die. He can distribute the rolled number as Necrotic damage across any creatures of his choice within 1 mile. This damage cannot be reduced or negated in any way, and heals Carnaxis as per the above ability. Additionally, targets must succeed on a DC 25 Constitution Saving Throw, or gain one level of Exhaustion.
Godly Reaction
As a result of his newfound power he has obtained the ability to act incredibly quickly, allowing him to act between the movements of others.
• Carnaxis gains 3 legendary actions. These follow the normal rules for legendary actions.
• Attack: Carnaxis makes a weapon attack.
• Acidic Expulsion (Costs 2 Actions): Carnaxis makes a Breath Weapon attack.
• Thunderous Roar (Costs 3 Actions): All creatures within 1 mile of Carnaxis must make a DC 25 Constitution Saving Throw, taking 10d10 Thunder damage and becoming Incapacitated until the end of Carnaxis' next turn on a failed save, and taking half as much damage and not becoming Incapacitated on a successful save.
Demiplane of Desolation
Carnaxis is the creator, and owner of an infinite demiplane known as the Demiplane of Desolation. This demiplane resembles a normal, although infinite, world. The key difference is that as its commonly used nickname, “Carnaxis’ Playground” implies, it is littered with ruins and destroyed land. He may return to, or exit this demiplane at will as an action. While inside of this demiplane, he gains the following benefits:
• Carnaxis knows the location of all creatures inside of your demiplane at all times.
• Carnaxis gains a bonus to his Hit Points equal to the amount of hostile creatures present in his demiplane×50.
• Bludgeoning, Piercing, and Slashing damage dealt by Carnaxis is doubled, and bypasses any immunities, or resistances (even those gained from boons).
• Acid damage dealt by Carnaxis bypasses resistances, and immunities, and deals an additional half of it's damage at the start of the target's turn unless washed off with 10 or more gallons of water.
Carnaxis gains the following lair actions, which take place at Initiative 100 and Initiative 20. He may not choose the same action twice in one round. Additionally, should Carnaxis be subject to any of these effects, he takes no damage if he succeeds on the Saving Throw, and half damage if he fails.
• An enormous earthquake shakes the ground. All creatures on the ground must make a DC 25 Dexterity Saving Throw, or take 10d4 Bludgeoning damage and fall prone, or half as much on a successful save, and do not fall prone.
• A powerful tornado touches down on the battlefield for one minute. It covers a range of a 360-foot cylinder centered on Carnaxis. Any creature within its range (excluding Carnaxis) has it's flying speed reduced to 0, and must succeed a DC 25 Constitution Saving Throw, or become Deaf for 1 minute.
• The cloud-filled sky begins to darken before acid rain begins to pour down until the end of Carnaxis' next turn. A creature or object not in full cover takes 10d4 Acid damage at the start of their turn. Objects and Constructs take double damage from this effect.
• A titanic wave of fouled water slams forward into any targets Carnaxis can see. This effect creates a 500-foot long, 250-foot tall wall of water that moves in a straight line for 1 mile. Each creature hit by this wave must make a DC 25 Constitution Saving Throw. On a failure, they take 5d6 Bludgeoning damage, plus 8d4 Acid damage, and become Blinded for 1 minute. Should the target succeed, it takes half damage, and is not Blinded.
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