Innate Spellcasting. Xenon's innate spellcasting ability is Charisma (spell save DC 13). Xenon can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
1/day each: charm person, sleet storm, gaseous form, sleep, fear
Magic Weapons. Xenon's weapon attacks are magical.
Regeneration. Xenon regains 20 hit points at the start of his turn if it has at least 1 hit point.
Multiattack. Xenon makes two attacks, either with his claws or its glaive.
Claw (Oni Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.
Change Shape. Xenon magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into his true form. Other than his size, his statistics are the same in each form. The only equipment that is transformed is his glaive, which shrinks so that it can be wielded in humanoid form. If Xenon dies, he reverts to his true form, and his glaive reverts to its normal size.
Lair and Lair Actions
When fighting inside its lair, Xenon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Xenon takes a lair action to cause one of the following effects:
- Xenon casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, Xenon can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to Xenon's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
- Pools of water within 90 feet of Xenon surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. Xenon can’t use this lair action again until it has used a different one.
- Water in Xenon's lair magically becomes a conduit for the creature’s rage. Xenon can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. Xenon can’t use this lair action again until it has used a different one.
"Lord of the Flies! Lord of the Lies! Baalzebul, with your sly skill, your dark power—you are the master of my soul!"
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