Large Fiend, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 275 (19d12 + 152)
Speed 40 ft.
STR
30 (+10)
DEX
16 (+3)
CON
26 (+8)
INT
14 (+2)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +10, CON +15, WIS +11, CHA +14
Skills Deception +21, Insight +18, Perception +11
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Xagrath’s spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components.

At will: Detect Thoughts, Dissonant Whispers, Geas, Hunter's Mark (C)

3/day each: Crown of Madness (C), Phantasmal Killer (C)

1/day each: Feeblemind, Psychic Scream

Labyrinthine Recall. Xagrath can perfectly recall any path he has traveled, and he is immune to the maze spell.

Legendary Resistance (3/Day). If Xagrath fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Xagrath’s weapon attacks are magical.

In the Shadows. Xagrath is invisible as long as he remains in dim light or darkness.

Feral Voracity Desease. A creature infected with this desease becomes a feral version of himself every nights from dusk till dawn. The creatures intellect and charisma becomes 2. they gain the beast subtype. they gain a bite attack that deals 5 (1d10) piercing damage plus their strength modifier. The creature hunts other creatures reguardless of what they are, until it can eat the prey's heart and blood. the creature has no recollection of the transformation. This deseases can be cured by desease curing spells, as long as it is within 3 nights of the first transformation. after the third night, the transformation becomes permanent and the desease becomes contagious. Once contagious, the desease can be transmitted through the creatures bite. The DC is 8 + proficiency + constitution modifier and it is a constitution saving throw.

Mark of the Prey (1/Day). Zagrath can grant a wish. In exchange for that wish, all people involved in the wish, will have a burn mark on their chest representing a maw with fangs inside a circle. As long as the mark is on the person, Xagrath knows the name and location of that individual even if it is on another plane of existence. As a bonus action, Xagrath can name one of his marked prey. The named prey is then teleported into one of Xagraths Maze where xagrath can hunt its prey. If the prey leaves the maze by the exit. the prey is free and the mark vanishes.

Actions

Multiattack. Xagrath makes three attacks: two with Discordant Heart and one with his Bite attack.

Discordant Heart. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 23 (3d6 + 13) Bludgeoning damage. Plus an extra 7 (2d6) thunder damage. The target must succeed on a DC 22 Wisdom saving throw or be deafened. While defeaned the creature is unable to cast spells or concentrate on spells as it only hears fearful whispers until the end of xagrath's next turn.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage. The target must succeed on a DC 23 Constitution saving throw or become infected with the Feral Voracity deseases.

Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage.

Harmony of Dissonance. (Recharge 5-6) Each creatures of Xagrath’s choice within 60 feet of him. Must succeed on a Wisdom saving throw (DC 22) or be hit by a wave of psychic energy that leaves them confused. An affected creature has disadvantage on all attacks, saves and checks until the end of Xagraths next turn.

Reactions

Iron Muscles. Xagrath muscles are so strong, that they act as an armor. Xagrath has resistance to damage, except psychic against the triggering damage.

Legendary Actions

Xagrath 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. Xagrath regains spent legendary actions at the start of his turn.

Discordant Heart. Xagrath makes a melee attack with Discordant Heart.

Cast a Spell. (2 actions) Xagrath can cast one of his innate spell.

Description

In Xagraths mind, he is the hunter the hunts all matter of beasts. He is the ruler of all savage desires. His domain ,is known as the hunting Labyrinthes and is situated in the abyss. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Xagrath is always on the hunt and creatures should unleash their most savage desires.

Cults devoted to Xagrath use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained animal carcasses and Ivory bones decorate their profane altars.

Over time, Xagraths's cultists become tainted by his influence, gaining claws, hooves and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a beast. Some transforms into Minotaurs and considers themselves chosen by the dissonant king.

Xagrath himself appears as a huge, black-furred minotaur, 12 feet tall with two black boney horns. An infernal darkness burns in his black eyes. Although filled with bestial bloodlust, there lies within a cruel and cunning intellect devoted to hunting all that exists.

Xagrath wields a giant +3 maul called "Discordant Heart". His maul cast fear into those that gets hit and makes them unable to cast or concentrate on spells as they hear faint voices and whispers all around them. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast. Not often but, the mighty minotaur sometimes transforms creatures into beast so they can experience true fear of being hunted. Xagrath loves playing around with his prey before killing it. Instilling fear and feeding on it for a while, before drinking the blood of the beast and eating its heart.

Lair and Lair Actions

Xagrath’s Lair

Xagrath’s lair is a grove, named Merraja, which is on the layer of the Abyss called the Hunting Labyrinthes. Situated in the center of a multitude of labyrinths, the Merraja is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The grove itself is an oasis whose interior is as primal as the plane on which it resides, populated by minotaurs, goristros, and quasits.

Lair Actions

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

  • Xagrath seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with thick brambles for 1 minute or until Xagrath creates this effect again.
  • Xagrath chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Xagrath can ignore the gravity reversal if he’s in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
  • Xagrath casts mirage arcane, affecting a room within the lair that is no longer in any dimension than 100 feet. The effect ends on the next initiative count 20.

Regional Effects

The region containing Xagrath’s lair is warped by his magic, creating one or more of the following effects:

  • Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
  • Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Xagraths table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Xagrath dies, these effects fade over the course of 1d10 days.

Madness of Xagrath

If a creature goes mad in Xagrath’s lair or within line of sight of the demon lord, roll on the Madness of Xagrath table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.

Madness of Xagrath

d100 Flaw (lasts until cured)
01–20 “I thirst for hunt. Once i start hunting nothing can stop me.”
21–40 “I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.”
41–60 “The world is my hunting ground. Others are my prey.”
61–80 “Eye for an Eye. I make sure they get what they deserves.
81–00 “I see those who oppose me not as people, but as beasts meant to be preyed upon.”

Previous Versions

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Monster Tags: DemonDemon Lord

DnDPaladin

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