Medium Humanoid (Yuan-Ti), Chaotic Neutral
Armor Class 21 (Natural armor)
Hit Points 151 (12d20 + 25)
Speed 100 ft.
STR
19 (+4)
DEX
30 (+10)
CON
18 (+4)
INT
27 (+8)
WIS
30 (+10)
CHA
28 (+9)
Saving Throws DEX +16, CON +10, WIS +16
Skills Intimidation +17, Religion +17
Damage Resistances Radiant
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Truesight 120 ft., Passive Perception 30
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Back With a Vengeance (Mythic Trait; Recharges after a Short or Long Rest). If Xinn is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 120 hit points is surrounded by an aura of vengeance. Whenever a creature starts their turn in the 20-foot aura, they take 2d6 psychic damage. Additionally, The sun takes on the form of the Serpent's Eye if Xinn is within his lair- causing every creature in the lair other than Xinn to be poisoned regardless if they are immune to the condition. This condition only ends when Xinn is killed or until those affected by this poison die 24 hours later. 

Mortal God. Xinn has expertise with all weapons, all of his weapon attacks are magical, and when he is killed- he doesn't discorporate. He can innately cast the following spell, his spellcasting ability is Charisma (spell save DC 26):

  • 3/day: divine word
  • 3/day: counterspell
  • 3/day: haste

 Limited Magic Immunity. Unless he wishes to be affected, Xinn is immune to spells of 3rd level or lower. He has advantage on saving throws against all other spells and magical effects.

Reckless. At the start of his turn, Xinn can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against hi, have advantage until the start of his next turn.

Reactive. Xinn can take one reaction per turn, rather than only one per round. Additionally, his movement doesn't provoke opportunity attacks.

Actions

Multiattack. Xinn makes three unarmed strikes, each of which can be replaced with a weapon attack.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft.,1 target. Hit: 20 (3d12) bludgeoning damage. Xinn can change the damage type to poison or acid at will.

Spawned Melee Weapon. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) force damage.

Spawned Ranged Weapon. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) force damage.


 

Chakrams of Vindicta (Mythic Form Only). Melee or Ranged Weapon Attack: +19 to hit, reach 5 ft. or range 30/70 ft., one target. Hit: 15 (3d8 + 2) piercing damage. Xinn gains an amount of temporary hit points equal to half the damage dealt with these chakrams.

Bonus Actions

Rage. Xinn enters a rage, granting him a +5 bonus to weapon damage rolls that utilize strength, immunity to bludgeoning damage, and resistance to piecing and slashing damage.

Flurry of Blows. Xinn makes two unarmed strikes and uses one of the following options:

  • Venomous Strike (5/day). The targeted creature(s) must make a DC constitution saving throw or become poisoned until the end of their next turn. This ignores immunity to the poisoned condition.
  • Astral Body (2/day). Xinn becomes invisible and gains resistance to all damage but force damage for 1 minute.

 

Reactions

Deflect Missiles. Xinn reduces the damage of a projectile from a ranged weapon attack by (1d10+30). If he reduces the damage to zero, he can throw the projectile back as part of the same reaction with a +19 to hit, range 20/60.

Vengeful Rebuke (5/day). Immediately after a creature within 30 feet of Xinn deals damage with to him, he can to force the attacker to make a DC 20 Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt + 1. On a successful save, they takes half as much damage.

Spell Bandit(3/day). Xinn interrupts the casting of a spell that restores hit points or grants temporary hit points and gains the benefit of the spell instead of the target(s). 

Mythic Actions

If Xinn's mythic trait is active, he can use the options below as legendary actions. He also gains Called Shots (see notes).

Attack. Xinn makes two of any weapon attack and the attack scores a critical on a d20 roll of 17-20.

Move. Xinn moves up to his movement speed. 

A Fool's Game (Costs 3 actions). Xinn makes an unarmed strike and rolls to hit with advantage. On a successful hit, the target is pushed up to 60 feet away from Xinn, takes the unarmed strike's damage, and must succeed a DC 20 constitution saving throw or be reduced to 0 hit points.

Description

Xinn Vindicta, the mortal god of the vengeance and weapon domains. 

Lair and Lair Actions

Xinn's Lair is a beautiful mountain dreamscape within a strange demiplane. It is decorated with black flowers and snake-like ornaments that hang from trees.

Lair Actions

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

  • A large snake emerges from the ground and a creature of Xinn's choice must succeed on a Dc 20 Strength saving throw or be restrained by the serpent. A creature restrained by the serpent takes 1d6 bludgeoning damage at the start of their turn and can use its action to make a Strength check. On a success, it frees itself.
  • A small snake emerges from a piece of foliage and bites a creature of Xinn's choosing. The creature must succeed a DC 20 intelligence saving throw or be put under the effects of feeblemind.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

__Sage__

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