Gargantuan Undead, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 492 (24d20 + 240)
Speed 45 ft., climb 40 ft., fly 80 ft.
STR
25 (+7)
DEX
18 (+4)
CON
30 (+10)
INT
30 (+10)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws STR +16, DEX +13, CON +19, INT +19, WIS +14
Skills Arcana +17, History +17, Insight +12, Perception +12, Stealth +6
Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 22
Languages Abyssal, Common, Draconic, Orc
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If Xavour fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Xavour has advantage on saving throws against spells and other magical effects.

Magic Weapons. Xavour's weapon attacks in all forms are magical.

Shape Change. Xavour can spend his action to change into his original half-orc form. He can revert back to his dragon by spending his action again. Any equipment he is wearing or carrying is absorbed by the new form (Xavour's choice). In his humanoid form, Xavour retains all of his abilities except for the attacks that are form specific.

Aura of Putrescence. Any creature within 15 feet of Xavour is suddenly overwhelmed with the smell of decay and rotting flesh. The creature must make a DC 18 Constitution saving throw. On a failure, the creature takes 11 (3d6) poison damage. If the creature's saving throw is 10 or below they become poisoned, and for the next week, the creature has disadvantage on all Wisdom (Perception) checks requiring smell, as the smell of rotting flesh remains with them. If a creature's saving throw is successful, the creature is immune to the effects of Xavour's Aura of Putrescence for the next 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the poisoned effect on a success, however, the smell remains.

Spellcasting. Xavour is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +1 to hit with spell attacks). Xavour has the following spells prepared. Cantrips (at will): chill touch, friends, shocking grasp, mage hand, true strike

1st Level (4 slots): charm person, magic missile, detect magic

2nd Level (3 slots): crown of madness, blur, detect thoughts, suggestion

3rd Level (3 slots): animate dead, dispel magic, counterspell, slow, vampiric touch

4th Level (3 slots): blight, greater invisibility

5th Level (3 slots): dominate person, cloudkill

6th Level (1 slot): circle of death, create undead

7th Level (1 slot): finger of death, rot* check monster description

8th Level (1 slot): feeblemind, antipathy/sympathy

9th level (1 slot): power word kill

Actions

Multiattack. Xavour can activate Aura of Putrescence, and then make three attacks in his humanoid form with Malady. In his dragon form, he can make two claw attacks and one with his bite or tail

Bite (Dragon Form only). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage, plus 10 (3d6) poison damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned.

Claw (Dragon Form only). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage, plus 14 (4d6) necrotic damage.

Morningstar of Malady (Half-orc form only). Melee Weapon Attack: + 17 to hit, reach 5 ft., one target, Hit: 14 (1d8 +10) bludgeoning damage, plus 10 (3d6) poison damage. The target must make a DC 18 Constitution saving throw. On a failure, the target's flesh begins to wither and rot. The target becomes vulnerable to bludgeoning damage and is afflicted with the contagion spell.

Spiked tail (Dragon Form only). Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 7) piercing damage, plus 14 (4d6) poison damage.

Aura of Dread (Dragon Form only). Each creature that is within 120 feet of Xavour and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature who fails by 5 or more becomes paralyzed until the end of Xavour's next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to Xavour's Aura of Dread for the next 24 hours.

Plague Swarm (Recharge 5-6; Dragon Form only). A swarm of undead biting insects erupts from underneath his flesh-like wings, escaping from within his ribcage. Each creature within 15 feet of Xavour must succeed on a DC 21 Constitution saving throw, taking 63 (18d6) necrotic damage on a failed save, or half as much on successful one.

Legendary Actions

Xavour can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Xavour regains spent legendary actions at the start of his turn.

Melee Attack (1 Action). Xavour makes a tail attack, one claw attack or a bite attack.

Cast a Spell (2 Actions). Xavour may cast one spell from his prepared spell list.

Shape Change (2 Actions). Xavour may shape change to his dragon form or half-orc.

Plague Swarm (3 Actions). Xavour may use his Plague Swarm ability, even if it did not recharge.

Description

Rot - 1m concentration 1 action 30ft. range

You send pulses of necrotic destruction into the flesh of your target causing their flesh to rot. The creature must make a Constitution saving throw. On a failed save, the target takes 3d8 necrotic damage and their flesh begins to rot and they gain vulnerability to fire, cold, piercing, bludgeoning, and slashing damage. On successful saving throw, the target takes half damage.

A creature must make a Constitution saving throw at the end of each of its turns. If it successfully saves against the spell, the spell ends and the rot fades. If it fails, the takes 3d8 necrotic damage. This spell has no effect on undead or constructs.

Lair and Lair Actions

Approaching the home of Xavour is no easy feat, as an individual or adventuring party will have to traverse corrupted ground filled with decaying black and petrified trees and swampland filled with all sorts of undead and necrotic infused creatures.

Stories speak to the diseases that infest all manner of undead that roams the land surrounding his lair as well as the dense smell of death that fills the air. Black clouds and deadly mist float through the trees and hills that lead to his throne of corpses.

Upon reaching his lair, the view is intense and disgusting. Bodies forever in a perpetual state of decay are piled around the base of a black wood and yellow bone throne. Sitting on the throne with his glowing, yellow eyes is the half-orc form of Xavour with a midnight black cloak draping down to the floor. Swarms of insects buzz throughout the air, accompanied by the smell of rot and small black clouds.

Lair Actions

On initiative count 20 (losing initiative ties), Xavour takes a lair action to cause one of the following effects; Xavour can't use the same effect two rounds in a row:

  • Clouds of Infestation: Black clouds rise up from the ground in 120 feet of Xavour obscuring the surrounding area. Creatures in the affected area are considered blind while the cloud persists. Not even darkvision can penetrate this darkness. Every creature within range must make a DC 18 Constitution saving throw. On a failed saving throw the creature is poisoned and takes 55 (5d10) poison damage. The cloud lasts for 2 rounds and then fades away. This action may not be used again until the cloud dissipates.
  • Rise of the Dead: Xavour uses his magical connection to the corrupted land around him forcing multiple undead or ghostly minions to rise up from the pile of corpses surrounding his throne. Roll 1d4 per adventurer to determine how many undead creatures rise. You may use zombies, ghosts, ghasts, ghouls, and even vampire spawn! However, you are the DM you may choose any kind of undead you heart desires! You may not use this lair action two rounds in a row. Alternatively use this roll table
    1. 1d2 Banshees
    2. 1d2 flame skull
    3. 1d3 sword wraith warriors
    4. 1d3 ogre zombies
    5. 1d4 husk zombie bursters
    6. 1d6 zombies
  • Deadly Swarm: A black swarm of undead insects erupts from behind his throne filling the air, biting and scrapping at all living creatures within 120 feet.
    • Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (4d6) piercing damage, plus 14 (4d6) poisoned damage. If the target takes damage, the creature must make a DC 18 Constitution saving throw. On a failed save, the creature becomes poisoned and blind until the end of Xavour's next turn. If the creature rolls 10 or under, they gain 1 level of exhaustion.

 

Regional Effects
The area surrounding Xavour is corrupted by his presence creating one or more of the effects below:

  • The land within 10 miles is corrupted, all life is withering or dead, and all water has turned to black ichor. If a creature drinks the water, it becomes poisoned.
  • Black clouds are scattered through the land, obscuring the area within 5 miles of his lair.
  • Travelers who sleep within 1 mile of his lair have terrible nightmares and are unable to achieve a long rest.

If Xavour is defeated, the land will be to slowly return to its original state, which may take centuries. If the PCs wish to restore the lands, it must be consecrated by a follower of a good-aligned god to purify the area. The process should take time as it has been corrupted for very long, requiring a considerable amount of effort. Once this is complete, the land will begin to regrow in 1d12 weeks.

 

 

Monster Tags: undead

Habitat: Desert

gemini_legend

Comments

Posts Quoted:
Reply
Clear All Quotes