Shadow Lord. Any creature that was slain by Xol, The End rises as a shadow (if 8 HD (Hit Dice) or less) or greater shadow (if above 8 HD) under the umbral dragon’s control 1d4 rounds later. Additionally, Any and all Melee attacks made from Xol ignore resistance and immunities and do an additional 1d12 of necrotic damage. If any melee strike would critically strike, The target must make a charisma saving throw, should they fail, Their maximum constitution stat is reduced by 2. This cannot be cured or removed by anything short of a Greater Restoration or a Wish. Should the stat be reduced to 0 the target immediately dies, Rising as a Great Shadow.
Shadow Monarch. When Xol summons/kills a creature from your Shadow Lord ability you can choose to make it: A shadow, Specter, Poltergeist, or Sword Wraith Commander instead. Greater Shadow summons can be substituted with a Devkarin Lich. Undead created under this way remain under your command so until they are destroyed or released from your command. Undead who are released are destroyed instantly and cannot be resurrected in anyway period.
Shadow Soul. Xol, The End is constantly under the effects of Shadow of Moil.
Monarch's Authority. Xol can expand her personal shadow out from them in a 90-ft radius. Creatures created via Shadow Lord can enter this area and stored away for further use or be summoned out of the said area and obey Xol's Command. While controlled, undead you control within the radius of your shadow gain Regeneration 15, +3 to AC, Attack, and Saves. Each enemy of Xol must make a wisdom saving throw (Charisma 36 DC) or suffer the effects of Cause Fear. Xol and allies within the given radius gain the spell effects of Protection from Evil and Good. Xol and her allies also gain the effects of Death Ward and Circle of Power.
Incorporeal Step. When Xol moves for any reason, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving. ( Deflection bonus to AC is equal to Xol's Charisma Bonus.)
(Incorporeal Subtype - An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons. Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature can enter or pass through solid objects but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance aka disadvantage) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be perceived in any manner if it doesn’t wish to be.. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.)
Soul of Darkness. All damage received is reduced by 50% while in dim light. While in complete Darkness any damage that would be inflicted onto her is reduced by 75%
Draining Strikes. When Xol hits a target with a melee attack the creature must make a Strength saving throw. Should the target creature fail the saving throw, its maximum strength stat is reduced permanently by 2. Should the creature's strength reach 0 from this ability, it is instantly killed and turned into a shadow as described by Shadow Lord above. Additionally, When Xol critically strikes a target you apply a stack of exhaustion.
Magical Nature Weapons. Xol, The End's Claws, and Teeth are magical for the sake of overcoming resistances.
The Names Have Power. Xol's name is dark and sacred, To speak of her is dangerous and said to bring bad omens. When a creature speaks her true name, Xol immediately knows the plane of origin of that creature and its location of 5 miles around where the creature is located.
Legendary Resistance (5/Day). If Xol would fail a saving throw, it can choose to succeed instead.
Turn Immunity. Xol is immune to turn undead effects.
Siege Monster. Xol deals double damage to objects and structures.
Shadow-Weave. Xol's being is entwined with the dark arts of the Soul Weave, A strand in the weave of magic where Xol's existence is said to originate from. All spells and spell-like abilities are not treated as spells for the sake of overcoming abilities or tools that would disable magic or spells. The abilities are treated as natural skills/talents of Xol when cast. Xol has the ability to reap life energy from creatures she injures with her spells. Once per turn when she injures one or more creatures with a spell, she regains hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy.
Minor Magic Immunity. Xol is unaffected by spells of 5th level or lower.
Innate Spellcasting. Xol, The End is a 20th level Warlock, Sorceror, and Wizard. Its spellcasting ability is Charisma (spell save DC 36, +14 to hit with spell attacks). Xol, The End has the following spells prepared:
Spell Abilities (at will): Animate Dead, Chill Touch, Create Undead, Blink, Teleport, Eldritch Blast (Max Damage Variant)
6/day: Maddening Darkness, Finger of Death, Crown of Madness (Concentration not Needed), Circle of Death, Negative Energy Flood
5/day: Bestow Curse (Ranged 90-ft.), Contagion. Danse Macabre,
4/day: Tether Essence, Time Ravage, Demiplane, Reality Break
3/day: Storm of Vengeance, Power Word Kill, Foresight, Ravenous Void
Planar Thinning: As a full-round action, Xol can thin the barriers between the Material Plane and Shadowfell, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the gate spell (caster level equal to Xol's Hit Dice). Additionally, All creatures within 120-ft must make a wisdom saving throw, on failure, the creatures are pulled into the Shadowfell. This planar thinning is immediately dispelled if in an area of normal or bright light. Roll 1d6, if you roll a 5 or a 6, Xol summons two Umbral Vampires. Their turns follow immediately after Xol's. (Xol can have a maximum of 4 Umbral Vampires Summoned at a time.)
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 36 Wisdom saving throw or become frightened for 1 minute. 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 or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Multiattack: Xol Multistrikes twice with her claws, bites once, can can choose to use one of her breath weapons.
Bite: Melee Weapon Attack: +35 to hit, reach 10 ft., one target. Hit: 47 (4d12 + 21) piercing damage plus 4 (1d8) Psychic damage.
Claw: Melee Weapon Attack: +35 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 21) slashing damage
Tail: Melee Weapon Attack: +35 to hit, reach 15 ft., one target. Hit: 35 (4d10 + 21) bludgeoning damage.
Shadow Command - Defend: Xol calls for her protection from her allies. The closest ally within 10-ft of Xol must accept her commands and rush to take a strike from a ranged weapon or spell attack, Changing the attack to that target instead.
Disrupt Magic: Xol Releases a dark pulse of negative energy, Any creature attempting to cast a spell, Concentrate on a spell or ritually prepping a spell is disrupted, and the spell is uncastable for 1 minute. The Caster then must make a Wisdom 36 DC save. On Failure, the creature is stunned till the end of Xol's turn.
Xol's Legendary Actions are run off a charge system. At the beginning of Xol's turn, She may roll 1d6 to regenerate that many charges. Xol's overall Charge limit is 10. Additionally, She may expend 3 additional charges to grant her another attack phase.
Umbral Breath (Recharge 5–6): Xol, The End exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 36 Dexterity saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much damage on a successful one.
Flames of The End (3): Xol releases the flames of umbral darkness from her mouth, purple and black flames Erupting in a 90-ft cone. Creatures caught in the cone must make a Dexterity DC Save of 32. Should they fail, They take 14d8 Necrotic Damage and 14d8 Force damage. Should a creature with 25% HP or less would be attacked by this attack would be hit must roll a percentile having to succeed 75 or higher. On Failure the creature(s) are turned into Shadow variants of themselves who are forced to serve Xol.
Cloying Gloom Blast (3): Xol can unleash a 90-foot cone of cloying gloom. On a failed Constitution saving throw (DC 36), creatures in the cone are affected by a slow spell and are blinded for the duration of the slow effect, and cannot use reactions while also under the effect. If they fail by 5 or more, they are slowly petrified. They must roll 1d6. Within that many rounds, The creature becomes completely petrified.
Shadow of Oppression (5): Xol, The End releases a howling roar, followed by an inky black dark pulse that is nigh undodgeable. A creature can only dodge/avoid this ability by having a full cover. Creatures that are hit within a 60-ft radius pinpointed around Xol, The End, Including Flying, Burrowing, and Ethereal beings. Creatures must make a Wisdom saving throw (DC 36). On Failure, the creatures in the range are incapacitated for one minute. If they should fall or collapse into a hazard of some kind, the damage is applied normally. Creatures who fail the save by 5 or more, are placed in a comatose that can only be cured via Greater Restoration or Wish.
Mythic Darkness of The End: Every 10 rounds a Darkness unlike any other descends upon the Warfield. The Darkness takes up a 1-mile radius around Xol, The End. Creatures seen as her enemy within this darkness must make a WIS saving throw or have a disadvantage on all checks, Saves, and attacks for 1 minute. After 1 minute, The Darkness becomes a crippling pressure to all hostiles of Xol. Their movement is reduced to 5-ft and must make a CON saving throw. Should they fail the save, they gain one level of exhaustion at end of each of their turns. This Darkness is cannot be pierced by ANY light, Magical, Divine, or Natural. Creatures with Darkvision or other variations of sight that would grant a creature to see through the darkness do not work UNLESS they have Devil's Sight.
Description
Xol's Purpose is to Bring Overall Balance to the world, Server as an instrument to Death itself. Xol has killed heroes to bandits, Of varying strengths and powers. Her strength is well recognized among all Dragons, Even above that of Bahamut and Tiamat combined. But due to her contract with Death, So long as she serves, She must Follow the Law of Balance.
Lair and Lair Actions
Xol, The End's Lair is uniquely directly linked to the realm of the dead. It is Nigh impossible for a mortal creature to come to this realm. The details of this realm are unknown, But Xol also has the ability to subjugate her Dominion over a 5-mile radius at will. When Xol does so, the area is cast into a pitch-black abyss for seven days. The creatures and environment become cold, dead. The Silence of the area becomes dauntingly terrifying and the only lights are the ones that are lit within the 5-mile radius.
Lair Actions
On initiative count 20+ (losing initiative ties), Xol, The End takes a lair action to cause one of the following effects; Xol, The End can’t use the same effect two rounds in a row:
- Xol, The End demands reality, warping the area of the Lair and causing all creatures within the said area to make a WIS saving throw (DC 36). On failure, all creatures are warped into the Shadowfell. On success, the creature(s) are unaffected and immune to this effect for 24 hours.
- At the beginning of each of Xol, The End's turn, Every creature is affected by Phantasmal Killer with a WIS DC 36 to pass.
Regional Effects
The region containing Xol, The End's lair is tainted by Umbral Darkness that cannot be removed in any means other than defeating Xol, The End. The Darkness spreads over a 5-mile radius which creates one or more of the following effects:
- Creatures within this region could possibly become corrupted Umbral Variants of themselves. ( Use Google to find the correct matching Umbral Variant should it may exist.)
- Creatures that die within the area cannot be resurrected except by a [Tooltip Not Found] or a Wish Spell.
Previous Versions
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