Medium Fiend, Chaotic Evil
Armor Class 18 Natural armor
Hit Points 378 (36d8 + 216)
Speed 30 ft., fly 40 ft.
STR
26 (+8)
DEX
16 (+3)
CON
23 (+6)
INT
19 (+4)
WIS
19 (+4)
CHA
27 (+8)
Saving Throws STR +15, CON +13, WIS +11, CHA +15
Skills Arcana +23, Perception +12, Stealth +20
Damage Resistances Acid, Cold, Fire, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Living Void (Recharges after a Short or Long Rest). If Zexara would be reduced to 0 hit points, her current hit point total instead resets to 250 hit points, and she regains the use of her breath weapon. Additionally, Zexara can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 50,000 XP (100,000 XP total) for defeating Zexara after her Living Void activates. When this trait becomes active her physical form becomes that of a living shadow like sludge that reeks of death and decay and gains the Amorphous trait as seen in the black pudding statblock.

Aura of Gloom. Zexara is surrounded in an aura of gloom and shadows. The aura reduces any bright light in a 30-foot radius around Zexara to dim light. Whenever an enemy that is frightened Zexara starts its turn in the aura, it takes 22 (4d10) psychic damage. Additionally, Zexara and creatures she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

Aura of Hatred. Zexara, as well any fiends and undead of her choice within 30 feet of her, gains a bonus to melee weapon damage rolls equal to Zexara’s Charisma modifier.

Innate Spellcasting. Zexara’s spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: spirit shroud, detect magic, chill touch (17th level), Arms of Hadar (2nd level)

3/day each: dispel magichellish rebukecreate undead

2/day each: blightdestructive waveBestow curse (5th level)

1/day each: time stop, maddening darkness

Legendary Resistance (3/Day). If Zexara fails a saving throw, she can choose to succeed instead. Zexara also has advantage on saving throws against spells and other magical effects.

Magic Weapons. Zexaras weapon attacks are magical.

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

Demonic Smite. When Zexara hits with a melee weapon attack, they deal an additional 5(1d10) necrotic damage to the target (included in the attack).

Master of Undeath. When Zexara casts animate dead or create undead, she chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, she can cast create undead even when it isn’t night.

Unusual Nature. Zexara doesn't require food, drink, or air.

Queen of Living Shadow. While in dim light or darkness, Zexara has resistance to damage that isn’t force, psychic, or radiant. Also, while in dim light or darkness, Zexara can take the Hide action as a bonus action.

Actions

Multiattack. Zexara makes two Bone Blade attacks and can use her Dreadful Presence.

Bone Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) slashing damage plus 5 (1d10) necrotic damage.

Dreadful Presence. Each creature of Zexara's choice that is within 120 feet of her and aware of her must succeed on a DC 24 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.

Acid Breath (Once per Day). Zexara exhales acid in a 15-­foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Zexara 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. Zexara regains spent legendary actions at the start of her turn.

Lashing Shadows. Zexara casts Arms of Hadar (2nd level).

Acid Breath. Zexara uses her acid breath

Creeping Death (Costs 2 Actions). Zexara chooses a point on the ground that she can see within 100 feet of her. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Zexara’s next turn. Creatures in that area are vulnerable to necrotic damage.

Mythic Actions

If Zexara's Living Void trait has activated in the last hour, it can use the options below as legendary actions.

Destructive Void (Costs 3 actions).  Zexara conjures a singularity of darkness and destructive force as if by the effect of the Ravenous Void, this effect functions as that spell.

Shadow Strike. Melee Spell Attack: +16 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) necrotic damage.

Description

T'risstree Hun'urden was once a mortal drow paladin, loyal to the goddess, Kiaransalee, after joining a group of adventurers that undertook the dire task of assassinating the demon lord Orcus and actually succeeding, as the magical rings provided to them sent the party back, T'risstree discarded her's, intentionally staying behind, intending to take Orcus' place on behalf of her goddess.

However, the demonic power proved too much for her, transforming, warping, and twisting her beyond her normal self, what she lost in her old self, she gained in power, renaming herself as Zexara, Reforming as a woman of grey skin, glowing red eyes, horns, black robes covered with armor, with her former sword arm now a hand with hardened demonic bone formed into the shape of a scythe, and shadows. The powers and abilities of some of her magical items in her mortal live became a part of her new form, giving her some abilities, one might not expect from the new Queen of The Void that is undeath.

In truth, having been in her Hubertus she became an apostate, and was overtaken and corrupted by Orcus' essence, transforming her into an aspect of Orcus, and is nearly identical to him in every way in terms of her personality, goals, and preferences.

Some believe that Zexara is the daughter of Orcus, but such fools matter not, all that matters is their use in furthering Zexara/Orcus' goals. In time, operating under this new identity may allow Orcus to seize true divinity once more.

Lair and Lair Actions

Zexara’s Lair


Zexara makes her lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another. Since her rule began constant darkness covers the land, making travel for those without darkvision or other means even more dangerous than before.

Lair Actions

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

  • Zexara’s voice booms throughout the lair. Her utterance causes one creature of her choice to be subjected to power word kill. Zexara needn’t see the creature, but she must be aware that the individual is in the lair.
  • Zexara causes up to six corpses within the lair to rise as skeletons, zombies, ghouls, shadows, shadow demons, or any other undead creature with a CR lower than her's. These undead obey her telepathic commands, which can reach anywhere in the lair.
  • Zexara causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Zexara releases their grasp (no action required).

Regional Effects

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

  • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal, zombie, and shadowy versions of local wildlife are commonly seen in the area.
  • When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 23 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Zexara table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

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

Madness of Zexara


If a creature goes mad in Zexara’s lair or within line of sight of the demon lord, roll on the Madness of Zexara 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 Zexara

D100 FLAW (LASTS UNTIL CURED)
01–20 “I often become withdrawn and moody, dwelling on the insufferable state of life.”
21–40 “I despise the light and happiness of others.”
41–60 “I have no compunction against tampering with the dead in my search to better understand death.”
61–80 “I want to achieve the everlasting existence of undeath.”
81–00 “I am awash in the awareness of life’s futility.”

Monster Tags: NPCDemonDemon Lordundeadelf

Scarletsteam

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