Legendary Resistance (3/Day). If Xenagos fails a saving throw, he can choose to succeed instead.
Acsend If he has a believer, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Xenagos is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +12 to hit with spell attacks). Xenagos has all Wizard and Bard spells prepared
Smite Resistance. Xenagos has advantage on saving throws against any smite effect
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Xenagos 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. Xenagos regains spent legendary actions at the start of its turn.
Cantrip. Xenagos casts a spell on 0,1,2,3 or 4th level.
Paralyzing Touch (Costs 2 Actions). Xenagos uses its Paralyzing Touch.
Maddening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 21 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 50 feet of Xenagos must make a DC 20 Constitution saving throw against this magic, taking 80 (20d6) necrotic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Xenagos' Lair
Xenagos often haunts the abode it favored on Theros, such as a abondoned Valley with a ghost town, or an academy of black magic.
Everything about his lair reflects his keen mind and wicked cunning, including the magic and mundane traps that secure it. Mad Feys, completely insane Minotaurs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb Xenagos' work.
Xenagos encountered in his lair has a challenge rating of 30 (1,500,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Xenagos can take a lair action to cause one of the following magical effects; Xenagos can’t use the same effect two rounds in a row:
- Xenagos rolls a d8 and regains a spell slot of that level or lower for every die. If he has no spent spell slots of that level or lower, nothing happens.
- Xenagos targets one creature it can see within 60 feet of it. A crackling cord of negative energy tethers Xenagos to the target. Whenever Xenagos takes damage, the target must make a DC 22 Constitution saving throw. On a failed save, Xenagos takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Xenagos or the target is no longer in Xenagos' lair.
- Xenagos calls forth the spirits of creatures that hid in his lair. These apparitions materialize and attack one creature that Xenagos can see within 60 feet of it. The target must succeed on a DC 20 Constitution saving throw, taking 80 (20d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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