Medium Humanoid (Dwarf), Lawful Evil
Armor Class 18 (chain mail)
Hit Points 168 (11d8 + 44)
Speed 25 ft.
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws WIS +5, CHA +8
Skills Arcana +4, Deception +7, Intimidation +7
Damage Resistances Poison
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Dwarvish, Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Duergar Resilience. Xardorok has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Innate Spellcasting. Xardorok’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: eldritch blast (see “Actions” below), mage hand

1/day each: hold person, suggestion, hunger of hadar, summon greater demon

Sunlight Sensitivity. While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Xardorok can make three attacks, twice with a weapon and once by casting eldritch blast. Xardorok can replace a weapon attack for another eldritch blast

Spiked Gauntlet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and  (2d8) Psychic damage, or 8 (2d4 + 3) piercing damage and  (2d8) Psychic damage, while Xardorok is enlarged.

Eldritch Blast (Cantrip). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4) force damage.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, Xardorok magically increases in size, along with anything he is wearing or carrying. While enlarged, Xardorok is Large, doubles his damage dice on Strength-based weapon attacks (included in his attacks), and makes Strength checks and Strength saving throws with advantage. If Xardorok lacks the room to become Large, he attains the maximum size possible in the space available.

Invisibility (Recharge 4–6). Xardorok magically turns invisible until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him.

 

Bonus Actions

Command Mindflayer as a bonus action, Xardorok can direct his pet to attempt to grapple and consume a target

Reactions

Hellish Rebuke (2/Day). When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature that damaged him is engulfed in hellish flames and must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.

Counterspell (3/day). You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Legendary Actions

Xardorok 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. Xardorok regains spent legendary actions at the start of its turn.

Command ally. Xardorok targets one ally it can see within 30 feet of it. If the target can see and hear Xardorok, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Weapon Attack. Xardorok makes a  single weapon attack

Frighten Foe (Costs 2 Actions). Xardorok targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end Xardorok's next turn.

 

Description

Xardorok Sunblight leads the Sunblight clan of duergar which, until recently, dwelled in the subterranean depths beneath the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns.

Dark Obsession. Xardorok is obsessed with chardalyn and can’t stand the thought of anyone else possessing it. He must have all the chardalyn that Icewind Dale has to offer and is using his ample supply to forge a dragon, which he plans to unleash upon Ten-Towns. See the sidebar for more information about chardalyn.

Father of Nine. Xardorok has been married three times and has sired nine children. He killed his first wife, Thizrun, for plotting to assassinate him. His second wife, Yrraska, was killed in a tunnel collapse along with two of their daughters. His third wife, Marral, was killed during a raid against a mind flayer enclave, along with another daughter and three sons. Xardorok killed his eldest son, Ulthoon, son of Thizrun, for plotting to overthrow him. His surviving offspring are two sons given to him by Marral, named Durth and Nildar.

Clad in Chardalyn. Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing his two surviving sons, and seven partially broken-off spires representing his seven dead children), a suit of chain mail, and a spiked gauntlet.

Chardalyn Broken Mind Flayer. Xardorok has many devious experiments. This experiment involved the breaking of a mind flayer to his will. Now trapped within it's own mind the creature does Xardoroks bidding. The back of the mind flayer's skull has been removed and replaced with a chardalyn dome that covers the mind flayer's eyes This creature uses the mind flayer stat block but is restricted to only it's Tentacles and Extract Brain ability. 

 

Lair and Lair Actions

Psychic Conquest. While in the Deep Duerra’s Temple (X29) Xardorok has this additional trait: Xardorok deals an extra 5 (1d10) psychic damage to any creature he hits with a weapon attack, and he regains a number of hit points equal to the amount of psychic damage dealt.

Protection of the Forge. While Xardorok is in the forge, ALL ranged attacks are at disadvantage and those that miss are consumed by the forge causing the forge to pulse brighter.

Malevolent Presence. (Passive while in the forge or the throne room) Any creature with an Intelligence of 4 or more that is within 20 feet of Xardorok must succeed on a DC 16 Wisdom saving throw or be charmed by it 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 Xardorok's Malevolent Presence for the next 24 hours and has advantage for saving throws against the Chardalyn Dragon's Melevolent Presence. A creature charmed in this way fixates on another creature or object that Xardorok mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If Xardorok doesn’t choose a target, the charmed creature can act normally on its turn.

Previous Versions

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11/20/2021 12:55:39 AM
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