Fear Aura. Any creature hostile to Xanthos that starts its turn within 20 feet of him must make a DC 24 Wisdom saving throw, unless Xanthos is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Xanthos's Fear Aura for the next 24 hours.
Fiendish Commander. Xanthos knows the exact location and type of all fiends within 1,000 feet of him. Xanthos can telepathically communicate with a fiend within range, or he can broadcast his thoughts to all fiends within range.
Hellfire. All fire damage dealt by Xanthos bypasses resistance and immunity to fire damage.
Innate Spellcasting. Xanthos's spellcasting ability is Charisma (spell save DC 23). Xanthos can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing appearance), detect evil and good, detect magic, fireball, hellish rebuke (as a 5th-level spell)
3/day each: counterspell, dispel magic, hold monster, teleport, wall of fire
1/day each: divine word, meteor swarm
Legendary Resistance (3/Day). If Xanthos fails a saving throw, it can choose to succeed instead.
Magic Resistance. Xanthos has advantage on saving throws against spells and other magical effects.
Infernal Iron Weapons. Xanthos's weapon attacks are magical and deal an extra 21 (6d6) fire damage. (Already included in the attacks)
Regeneration. Xanthos regains 20 hit points at the start of his turn. lf he takes radiant damage, this trait doesn't function at the start of his next turn. Xanthos dies only if he starts his turn with 0 hit points and doesn't regenerate.
Multiattack. Xanthos makes an attack with his Crucible Axe, then attacks with his Hellish Maul.
Crucible Axe. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 24 (2d12 + 10) slashing damage and 21 (6d6) fire damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 23 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hellish Maul. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage 21 (6d6) fire damage. The target must also make a DC 23 strength saving throw or be pushed 15ft. in a direction of Xanthos’s choice.
Summon Fiends (1/day). Xanthos summons 2d6 bearded devils, 1d8 white abishai, 1d6 armanites, 1d4 bone devils, or 1d2 erinyes. A summoned fiend appears in an unoccupied space within 60 feet of Xanthos, acts as his ally and can't summon other fiends. It remains for 1 day until it or Xanthos dies, or until Xanthos dismisses it as an action.
Teleport. Xanthos magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Attack. Xanthos makes one melee weapon attack.
Fireball. Xanthos casts fireball.
Tactical Edge (Costs 2 Actions). Roll a d10 for Xanthos. The number rolled on the die is subtracted from the next attack roll made against Xanthos or an ally of his choice within the next minute.
Teleport. Xanthos uses his Teleport action.
Description
Xanthos is the lead Archdevil tasked by The Lord of Hell to attack the world of Gratus. Having spent much time in a mortal form he has made his way around, using his intelligence and charm to build the way for his invasion.
Xanthos is an imposing figure, having more draconic features than most Devils. In combat he takes to the skies raining hellfire across the battlefield. If an enemy is being extra troublesome he will crash down and tear apart his enemies with his Crucible Axe and beat them into submission with his Hellish Maul.
Lair and Lair Actions
Xanthos's Lair resides in the center of the Scarred Valley. There he resides in a massive black citadel built atop the original portal to hell in the region.
Lair Actions
On initiative count 20 (losing initiative ties),
Xanthos can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
- Xanthos drops an Abyssal Totem at a point within 120ft. of him. The Totem has 10 Hp, Immunity to all types of damage except bludgeoning, piercing, and slashing damage from magical attacks. While the Totem is on the battlefield all fiends within 120ft of the Totem gain the following benefits.
- Advantage on all attack rolls, saving throws, and ability checks
- An extra 10ft. to their speed.
- All Attacks deal an additional 10 force damage.
- Xanthos sends a burst of hellfire in a 40-foot radius around him. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.Fire damage dealt by this action bypasses resistance and immunity to fire damage
- Xanthos uses his Summon Fiends ability for free.
Regional Effects
The region containing Xanthos's lair is warped by his magic, creating one or more of the following effects:
- The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
- Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Xanthos impales the bodies of the slain on these spikes.
- Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.
If the Xanthos dies, these effects fade over the course of 1d12 days.
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