Chromatic Awakening (Recharges after a Short or Long Rest). If Xaragoth would be reduced to 0 hit points, his current hit point total instead resets to 597 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance and expended 3/day and 1/day spells. Additionally, Xaragoth can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (260,000 XP total) for defeating Xaragoth after his Chromatic Awakening activates.
Awakening the True Mother (Recharges after a Short or Long Rest). If Xaragoth activates his Chromatic Awakening, he calls upon the enslaved Ragnorra to serve his will. Ragnorra awakens and permanently merges with the neurotangle as the True Mother (her stat block is in the lair description). She rolls for initiative when she appears.
Creature Sense. Xaragoth is aware of the presence of creatures within 30 miles of him that have an Intelligence score of 3 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a Mind Blank spell, a Nondetection spell, or similar magic can’t be perceived in this manner.
Corrosive Bile. Any metal armor worn by a creature that fails a saving throw against acid damage dealt by Xaragoth takes a permanent −1 penalty to the AC it offers, and any metal weapon the creature is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a creature is subjected to acid damage. If the penalty on an object drops to −5, the object is destroyed. The penalty on an object can be removed by the mending spell or similar magic.
Eye Thief. Xaragoth can see through the eyes of all creatures within 120 feet of him. He can use his Eye Ray through any creature within 120 feet of him, as though he were in that creature’s space.
All-Around Vision. Xaragoth has awareness in a 360 degree field of vision all around himself thanks to the hundred of eyes on his neck and back, so he can't be surprised while he isn't incapacitated. If Xaragoth becomes blinded, he takes 70 (20d6) radiant damage and the duration for which he is blinded is doubled.
Apex Psionic Spellcasting (Psionics). Xaragoth is a 20th-level spellcaster. His innate spellcasting ability is Intelligence (spell save DC 24; +17 to hit with spell attacks). All of Xaragoth's Divination, Illusion, Conjuration, Enchantment, and Transmutation spells gain +40ft. range and area, and Xaragoth can cast another non-concentration spell while maintaining on a concentration spell. In addition, Xaragoth has advantage on maintaining concentration spells. He can innately cast the following spells, requiring no components:
At will: Hex(5th level), Magnify Gravity(5th level), Sleep(6th level), Hold Person(4th level), Erupting Earth(7th level), Vortex Warp(4th level), Hunger of Hadar, Hypnotic Pattern, Hallucinatory Terrain, Phantasmal Killer(8th level), Summon Aberration(9th level), Raulothim's Psychic Lance(7th level), Geas(9th level), Summon Draconic Spirit(9th level), Synaptic Static, Fizban's Platinum Shield, Mental Prison, Antipathy/Sympathy, Teleport, Power Word Stun, Symbol
3/day: Regenerate, Reverse Gravity, Antimagic Field, Feeblemind, Illusory Dragon, Plane Shift, Maze, Psychic Scream, Power Word Kill, Prismatic Wall, Circle of Power, Dark Star, Maddening Darkness
1/day: Globe of Invulnerability(8th level), Power Word Heal, Reality Break, Time Stop, Time Ravage, Weird
Special Equipment. Xaragoth is equipped with the Crook of Rao, and has repaired the weapon, removing the Failing Matrix property. By using his superior psionic mind, Xaragoth has suppressed all other detrimental properties of the crook, allowing only the beneficial properties to affect him(properties determined by DM). Xaragoth also has a Sphere of Annihilation and a Talisman of the Sphere. The sphere has been infused with Xaragoth's psionic power, doubling its size and damage.
Legendary Resistance (4/Day). If Xaragoth fails a saving throw, he can choose to succeed instead.
Regeneration. Xaragoth regains 165 hit points at the start of his turn. If Xaragoth takes radiant damage or damage from a magical weapon's critical hit, this trait doesn’t function at the start of his next turn. Xaragoth dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Memory Scanning. When Xaragoth establishes a psychic link between himself and a humanoid creature, Xaragoth will eventually learn everything that creature knows after 24 hours of being linked: memories and experiences will be as if Xaragoth experienced them himself, locations of interest will become well known to Xaragoth, and the strengths and weaknesses of the linked creature will be known to Xaragoth.
Telepathic Hub. Xaragoth can use his telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. Xaragoth can let those creatures telepathically hear each other while connected in this way.
Psionic Magic Immunity. Xaragoth has advantage on saving throws against spells and other magical effects, and is immune to the effects of and the damage dealt by Illusion and Transmutation spells.
Positive Energy Corruption. Xaragoth has been feeding upon the essence of the Elder Evil Ragnorra, granting him the power of Positive Energy Corruption and forming a substantial piece of the Worldskin in his lair. When Xaragoth deals damage to a creature with his Psionic abilities (Eye Rays, Psychic Link features, Mind-Link Blast, and his Apex Psionic Spellcasting), the creature suffers one level of positive energy corruption. Positive energy corruption is measured in levels. If a creature already suffering from one or more levels of positive energy corruption suffers another effect that increases the level of positive energy corruption, its level of positive energy corruption increases by the amount specified in the effect's description. Levels of positive energy corruption can be removed by remove curse or similar magic, or by a negative energy flood spell. Doing so sets the target's positive energy corruption level to 0. If a creature suffers from at least two levels of positive energy corruption, it rolls Charisma checks and saving throws with disadvantage due to the twisted growth and blistering this corruption causes. If a target's level of positive energy corruption is greater than or equal to its challenge rating (or level, if the target lacks a challenge rating), it permanently transforms into a progeny of Xaragoth, as per the Progeny of Xaragoth template. This transformation can only be undone by a wish spell or magic that removes curses cast at 9th level by a divine spellcaster, which are clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate.
Progeny of Xaragoth Template. Sentient beings corrupted by Xaragoth's positive energy corruption become aberrations known as progeny of Xaragoth. This template can be applied to any living, corporeal creature. When a living creature (referred to as the base creature) is transformed into a progeny of Xaragoth, it retains its statistics except as described below. A progeny of Xaragoth might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit:
Stat Changes:
- Type. The progeny's creature type changes from its original type to aberration.
- Hit Points. The progeny gains 5 more hit dice, which increases its maximum hit points.
- Ability Score Adjustment. The progeny's Charisma decreases by 5.
- Senses. The progeny gains darkvision out to 60 feet.
- Twisted Servant. Xaragoth establishes a Psychic Link with the mind of his children, which can be broken only by defeating Xaragoth. Whenever the progeny takes an action that goes against his wishes, Xaragoth can attempt to override it with a command of his own using his reaction. The progeny must make a DC 25 Wisdom saving throw. On a failed save, the progeny follows Xaragoth's command to the best of its ability. On a successful save, the progeny is unaffected.
- Warped Flesh. The progeny has advantage on saving throws against being poisoned, and it is immune to disease and poison damage. Additionally, any critical hit against the progeny becomes a normal hit.
- New Actions:
- Regenerate Worldskin. The progeny can use an action to regenerate a worldskin
feature within its reach. - Skincasting. The progeny can use an action to activate a worldskin feature within 30 feet of it.
- Sculpt Flesh (Recharge 4-6). The progeny touches one creature within 5 feet of it. The target must succeed on a DC 17 Constitution saving throw or have its flesh warped by unnatural growth, covering it in blisters and tumors. While its flesh is warped in this way, the target is poisoned, its speed is reduced by 10 feet, it can't use reactions, it has disadvantage on all rolls that use Charisma, and it gains one level of Positive Energy Corruption at the beginning of each of its turns. This effect lasts for a number of minutes equal to the progeny's Constitution modifier plus half the target's Constitution modifier (rounded down). The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, and becoming immune to Sculpt Flesh for 24 hours if the target succeed by 5 or more.
- Regenerate Worldskin. The progeny can use an action to regenerate a worldskin
Siege Monster. Xaragoth deals double damage to objects and structures.
Extraterrestrial Nature. Xaragoth doesn’t require air, food, drink, or sleep.
Multiattack. Xaragoth makes two Barbed Elder Brain Tentacles attacks and one Brain Extracting Bite attack, one Mind Blast attack and one Brain Extracting Bite Attack, casts a spell, uses three Eye Ray attacks, or makes one Eye Ray attack and makes one Brain Extracting Bite attack.
Brain Extracting Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., one creature. Hit: 76 (10d10) piercing damage. If the target creature is either grappled or incapacitated, this attack has advantage. If the target creature is both grappled and incapacitated, this attack always succeeds the attack roll. If this damage reduces the target to 0 hit points, Xaragoth kills the target by extracting and devouring its brain. Xaragoth regains hit points equal to half of the hit point maximum of any creature whose brain he devours, along with their memories. Devouring the memories of a target grants Xaragoth advantage on attack rolls, saving throws, and ability checks against other creatures that are well known by initial target whose memories were devoured for 3 of Xaragoth's turns.
Barbed Elder Brain Tentacles. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 21 (2d12 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20), is restrained, and takes 19 (3d12 + 10) psychic damage at the start of each of its turns until the grapple ends. Xaragoth can have six creatures grappled this way at a time.
Psychic Link. Xaragoth targets up to three incapacitated non-aberration creatures he can perceive with his Creature Sense trait and establishes a psychic link with those creature. If any of the targets is an aberration, that creature can be conscious to establish the link. Until the psychic link ends, Xaragoth can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and Xaragoth can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 20 Charisma saving throw. On a successful save, the target takes 10 (3d12) psychic damage. The psychic link also ends if the target and Xaragoth are more than 5 miles apart, with no consequences to the target. Xaragoth can form psychic links with up to ten non-aberration creatures at a time. The number of aberrations that can have psychic links with Xaragoth is unlimited.
Aberrations that have a psychic link with Xaragoth will be over-charged by his psionic power, giving them the following enhancements:
- Advantage on saving throws when their hit points are less than or equal to half their hit point maximum
- Their melee and non-magical ranged attacks deal an extra 14 (3d6) psychic damage.
- Gains immunity to psychic damage. If it already has resistance or immunity to psychic damage from another source, it will regain hit points equal to any psychic damage it is dealt instead of taking damage.
- Immunity to being charmed
The link can be disrupted by either dealing damage equal to or more than half of the linked aberration's maximum hit points in one turn, or by causing the linked aberration to become stunned, unconscious, or incapacitated. If a psychic link between Xaragoth and an aberration is disrupted in any of these ways, the aberration takes 100 (20d12) psychic damage that ignores resistances and immunities and is stunned for 5 of its turns even if it is immune to being stunned, as it can't take the backlash of being severed from Xaragoth's mind. During these 5 turns, if the aberration can regain hit points, it instead takes radiant damage that ignores resistances and immunities equal to that amount whenever it would regain hit points. If the aberrations hit points are reduced to 0 during the duration it is stunned to 0, it dies and its head explodes.
Eye Ray. Xaragoth shoots one of the following magical eye rays of his choice, targeting one creature he can see within 120 feet of him. Xaragoth cannot use the same Eye Ray twice in one turn, except Psyche-Reconstruction Ray:
- Psyche-Reconstruction Ray. The target must make a DC 22 Wisdom saving throw, taking 49 (9d10) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies, then roll a d6. Based on the roll, the target then transforms into a random Beholder monster under Xaragoth's control and acts immediately after Xaragoth in the initiative order. If Xaragoth had a psychic link with the creature when it died, Xaragoth chooses which Beholder type that the creature turns into. The target can’t be returned to its original form by any means short of a wish spell.
- Beholder monster:
- 1 = Spectator
- 2 = Mindwitness
- 3 = Gauth
- 4 = Eyedrake
- 5 = Death Kiss
- 6 = Beholder
- Beholder monster:
- Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Xaragoth for 1 minute. Xaragoth can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.
- Mind-Weakening Ray. The target must succeed on a DC 22 Intelligence saving throw or take 36 (8d8) psychic damage and be unable to cast spells or activate magic items for 1 minute. If the target failed the saving throw by 5 or more, its speed is halved until the end of its next turn, and, if it failed the saving throw by 10 or more, the creature is also under the effects of Feeblemind for 5 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Blinding Ray. The target and each creature within 10 feet of it must succeed on a DC 22 Constitution saving throw or take 24 (4d12) radiant damage and be blinded for 1 minute. Until this blindness ends, Xaragoth can see through the blinded creature’s eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Petrification Ray. The targeted creature must make a DC 21 Dexterity saving throw. On a failed save, the creature is turned to stone and is petrified until freed by a the greater restoration spell or other magic. On a successful save, the target starts to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends and it is freed, or else the creature is petrified.
- Disintegration Ray. If the target is a creature, it must succeed on a DC 21 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
- Soul-Binding Ray. The targeted creature must succeed on a DC 23 Dexterity saving throw or take 45 (7d12) necrotic damage. Xaragoth regains hit points equal to half of the necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of Xaragoth's eyes. The target can’t be revived by any means short of a wish spell until Xaragoth is destroyed.
Crook of Rao. While attuned to the Crook of Rao, as an action, Xaragoth can do one of the following actions:
- Spells. The crook has 6 charges. While holding it, Xaragoth can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: Aura of Life (2 charges), Aura of Purity (2 charges), Banishment (1 charge), Beacon of Hope (1 charge), Mass Cure Wounds (8th level, 3 charges). The crook regains 1d6 expended charges daily at dawn.
- Absolute Banishment. While Xaragoth is attuned to the crook and holding it, he can spend 10 minutes to banish all celestials, fiends, elementals, fey, and undead within 1 mile of him. Any of the aforementioned creature types with a challenge rating of 19 or higher is unaffected unless Xaragoth expends 1 charge per 2 ratings higher than 19. Each banished creature is sent back to its home plane and can’t return to the plane the Crook of Rao banished it from for 100 years.
Mind-Link Blast (Recharge 3 to 6). Xaragoth magically emits psychic energy in a 150-foot cone. Each creature in that area must succeed on a DC 20 Intelligence saving throw or take 52 (4d12 + 14) psychic damage and be stunned for 1 minute. If a creature failed the save by 5 or more, Xaragoth establishes a psychic link with that creature. A creature can repeat the saving throw at the end of each of its turns, ending the stunned effect on itself on a success. In addition, every spell ends on creatures and objects of Xaragoth's choice in that area.
Breath Weapon (Recharge 3-6). Xaragoth uses one of the following Breath Weapons:
Acidic Brine Breath. Xaragoth regurgitates a spray of acidic brine in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 52 (9d12) acid damage and 26 (3d12) psychic damage. If a creature's hit points are reduced to 0 by this breath weapon, it is melted into a pool of acid, along with everything it was carrying/wearing, except magic items. On a successful save, the creature takes half as much damage. For every creature that failed the saving throw and/or had its hit points reduced to 0, Xaragoth's Breath forms an Animated Breath (Acid Form).
This breath weapon deals double damage to structures, and melts them into an acidic brine pool when a structure is reduced to 0 hit points by this breath weapon. The pool has a radius of ft. equal to 5 times the height of the structure and is considered difficult terrain, and any creature that starts its turn in its radius or enters the pool's radius takes 23 (9d12) acid damage.
High-Pressure Tadpole Brine Breath. Xaragoth exhales brine in a 150-foot line that is 30 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 55 (10d12) psychic damage on a failed save and be knocked prone, or half as much damage on a successful one and not be knocked prone. On a success or failure, if the creature isn’t a Construct or an Undead, it becomes infested with illithid tadpoles.
While infested, the creature takes 26 (3d10) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect on the creature.
If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 2d6 hours. When the period of unconsciousness ends, the creature transforms into a Ulitharid (see the Monster Manual) with all its hit points, equipment, spells, feats, and class features. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer. It is also the only thing that can turn a mind flayer back to normal from infestation.
Spawn Aberration. Xaragoth regurgitates five Intellect Devourer's in an unoccupied space within 20 feet of him. Each intellect devourer is under Xaragoth's control, has a psychic link with him, and acts immediately after Xaragoth in the initiative order.
Thousand Eye Glare. Xaragoth can use the any of the effects of Eyebite on any three creature he can see within 60ft.
Gift of the Transcendent One. Xaragoth can cast Draconic Transformation on a creature under his control without needing to maintain concentration. The duration of the spell is until death. He can use this bonus action to affect 3 creatures at a time. The effect can be removed from the affected creatures with Dispel Magic.
Psychic Link bonus actions:
- Sense Thoughts. Xaragoth targets a creature with which he has a psychic link. Xaragoth gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). Xaragoth can also make a Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom ([skill]Insight[skill]) check. If Xaragoth succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
- Possession (Recharge 6). One humanoid that Xaragoth has a psychic link with must succeed on a DC 21 Charisma saving throw or be possessed by Xaragoth; Xaragoth then becomes unconscious and is surrounded by a Globe of Invulnerability, and the target is incapacitated and loses control of its body. Xaragoth now controls the body but doesn’t deprive the target of awareness. He can’t be targeted by any attack, spell, or other effect, and Xaragoth retains his alignment, Intelligence, Wisdom, Charisma, immunity to being charmed and frightened, and access to his Psychic Link action and related bonus actions. Xaragoth will otherwise uses the possessed target’s statistics, gaining access to the target’s knowledge, class features, and proficiencies during the possession.
- The possession lasts until the body drops to 0 hit points, Xaragoth ends it himself as a bonus action, or Xaragoth is forced out by an effect like the dispel evil and good spell. When the possession ends, Xaragoth wakes up and the target is immune to Xaragoth's Possession for 6 hours after succeeding on the saving throw or after the possession ends.
- Shatter Concentration. Xaragoth targets a creature within 120 feet of him with which he has a psychic link and/or is grappled by him. The target’s concentration on a spell it has cast or an ability it is maintaining ends, and the target takes 19 (3d12) psychic damage, plus, if it was maintaining a spell, 1d8 psychic damage per level of the spell.
- Sever Psychic Link. Morgoth targets a creature within 120 feet of it with which it has a psychic link. Xaragoth ends the link, dealing 16 (12d4) psychic damage while causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.
Talisman of the Sphere. Xaragoth uses his Talisman of the Sphere to move the Sphere of Annihilation under his control up to 150 feet.
Commandment's of Tiamat. Xaragoth calls upon the power of Tiamat to cast either Divine Word or Ravenous Void.
Spell Reflection. If Xaragoth makes a successful saving throw against a spell, or a spell attack misses him, Xaragoth can choose another creature (including the spellcaster) he can see within 120 feet of him. The spell targets the chosen creature instead of him. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Empathic Feedback. When Xaragoth takes damage from a creature he can see within 60 feet of him, he can force that creature to succeed on a DC 17 Intelligence saving throw or take 22 (2d10) psychic damage.
Cavalry Call. When Xaragoth takes critical damage, he telepathically calls for reinforcements from his colony after assessing that the threat his enemies pose is too dangerous to let them live. Roll a d4. Depending on the result, a group of fifteen aberrations that are all psychically linked to him will teleport to a random location within 120 ft. of Xaragoth. If Xaragoth has a psychic link with the creature that dealt the critical hit to him, Xaragoth can choose which group of aberrations to call upon:
- 1 = 1 Death Slaad, 2 Gray Slaad, 3 Green Slaad, 4 Blue Slaad, and 5 Red Slaad.
- 2 = 6 Gibbering Mouther, 3 Mind Flayer, 2 Core Spawn Emissary, and 4 Tsucora Quori.
- 3 = 3 Neo-Otyugh, 3 Mind Flayer Arcanist, 3 Hashalaq Quori, 5 Spectator, and 1 Aboleth.
- 4 = 4 Mind Flayer Psion, 2 Kalaraq Quori, 4 Core Spawn Seer, 1 Neothelid, and 4 Star Spawn Seer.
Xaragoth can take 4 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. Xaragoth regains spent legendary actions at the start of its turn.
Attack. Xaragoth makes one Barbed Elder Brain Tentacles attack or Casts a spell.
Lord of the Unknown Horrors. Xaragoth telepathically calls for aid from his colony, causing three Mind Flayer's to teleport within 40 ft. of Xaragoth. They all have a psychic link with Xaragoth and take their turns after immediately Xaragoth in the initiative order.
Psychic Pulse. Xaragoth targets a creature within 120 feet of it with which it has a psychic link. Enemies of Xaragoth within 20 feet of that creature take 30 (2d10) psychic damage. If the target is an aberration, this damage ignores resistances and immunities.
Regenerate Worldskin. Xaragoth regenerates 1d4 worldskin features.
Skincasting (Costs 2 Actions). On initiative count 10 (losing initiative ties), Xaragoth activates a worldskin feature.
Wing Attack (Costs 2 Actions). Xaragoth beats his wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Xaragoth can then fly up to half his flying speed.
Beam of Corruption (Costs 2 Actions). A line of corrupt positive energy forming a line 100 feet long and 5 feet wide blasts out from any point in Xaragoth's lair in a direction he chooses. Each creature in the line must make a DC 23 Constitution saving throw, taking 19 (3d8 + 6) radiant damage on a failed save, or half as much damage on a successful one. Furthermore, an overwhelming surge of positive energy causes a creature that fails this saving throw to suffer one level of positive energy corruption.
Reality Rending Spear (Costs 3 Actions). Xaragoth creates four spears of magical force, each powerful enough to rip at the bonds of reality. Each spear hits a creature of Xaragoth's choice it can see within 120 feet of it, dealing 19 (3d12) force damage to its target, then disappears. Each spear makes it's target take a DC 22 Constitution saving throw. If it fails the save, that creature gains one level of exhaustion.
If Xaragoth’s Chromatic Awakening trait has activated in the last hour, he can use the options below as legendary actions.
Brain Extracting Bite. Xaragoth makes one Brain Extracting Bite attack.
Psionic Flare (Costs 2 Actions). Xaragoth flares with elemental and psionic energy. Each creature in a 60-foot-radius sphere centered on Xaragoth must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) acid damage and 22 (5d8) psychic damage. If a creature failed the save by 7 or more, it is unconscious for 1 minute.
Corruption (Costs 2 Actions). Xaragoth targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute. A corrupted creature’s flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time the affected creature fails the repeated saving throw, it suffers one level of positive energy corruption.
Eternal Enthrallment (Costs 3 Actions). Xaragoth poisons the mind of one humanoid with which he has a psychic link, which must succeed on a DC 21 Intelligence saving throw or be cursed. The curse lasts until it’s removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 4 hours, and finishing a long rest doesn’t reduce itsexhaustion. If the cursed target reaches exhaustion level 6, it doesn’t die; it instead becomes a thrall under Xaragoth's control, and all its exhaustion is removed. Only Xaragoth's death, entrapment in a imprisonment spell, or the wish spell can free the thrall from this control.
Council in Session (Costs 4 Actions). Xaragoth calls for the aid of The Psionic Council, which causes 2 Elder Brain's to teleport into brine pools that are within 120 ft. of Xaragoth. These Elder Brain's have psychic links with Xaragoth and do not stray from the brine pools unless commanded to by Xaragoth. An Elder Brain that starts its turn outside of a 40 ft. radius of a brine pool takes 25 (3d10) necrotic damage, which increases by 1d10 each turn it remains outside of the designated radius of the brine pool.
Description
The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat’s mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.
Often a chromatic greatwyrm’s ascension involves fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.
In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.
Not even the most arrogant of Black Dragons dare to even whisper the name of Xaragoth in contempt, in fear of his unnatural power, even by the standard of dragons. Xaragoth the Abomination is a twisted and cunning creature, as unknowable and alien as the darkness between stars. At the beginning, Xaragoth was the most curious of the firstborn generation black dragons born of Tiamat, easily able to ascend as a greatwyrm in the first few fleeting eons of the first world. After its fall and Xaragoth was alone in the new universe, he began to grow curious of the Aberrations that had spread far and wide across this newborn cosmos. Not all of them were connected as a species like the other races, but in a way that enticed Xaragoth to learn about their power and eventually claim it as his own.
Delving into the Underdark, Xaragoth began questioning and studying the illithids and their way of life, ensure to hide himself at every turn and escape at a moments notice. His studies taught him much, but nothing he learned or stole from the Mind Flayer's was able to make him able to take the power for his own. After centuries of frustration and dead ends, Xaragoth simply decided to raze the colony in a fit of rage, but his arrogance proved to be his true foe. The illithids subdued him and brought Xaragoth before their Elder Brain to transform him into an Elder Brain Dragon for the elder brain to control, but this was actually Xaragoth's true plan: get captured and be brought before the source of their power.
Xaragoth took the alien by surprise as they both tumbled into the brine pool. Xaragoth devoured the Elder Brain, its psychic screaming and lashing tentacles doing nothing to slow its end. The illithids could do nothing but watch as their leader was consumed by the dragon, the transformation to an Elder Brain Dragon now working in reverse, for it was Xaragoth that gained the power and knowledge of the illithids instead of becoming a puppet for the Elder Brain to ride around in. From that day since, Xaragoth was henceforth know as "The Abomination" in the eyes of the dragons, for no other dragon as ever since dared to attempt the blasphemous actions of nearly forsaking the proud and divine essence of Tiamat in favor of becoming an alien Aberration. But the illithids named him "The Transcendent One", a being that forced his integration into their way of life and became a higher form of life in the process. Through this example, the illithids of Xaragoth's new colony developed a means to convert willing subjects to the colony while allowing them to retain their free will. While this initially caused a few issues in the structure of loyalty to Xaragoth(which were quickly snuffed out), the newfound creativity added to the illithid granted them a huge boon of progress and development to their colony.
But to Xaragoth, it did not matter, for he had achieved what he wished, and so much more. With each brain he consumed, his grew wiser, his own great mind grew stronger and more cunning. The pure-bred illithids and the willing converts bowed to his rule without question, despite his usurpation of their elder brain. As the news spread of his accomplishments, if they could be called that, other illithid colonies came to join Xaragoth, seeking to learn how to obtain such power through symbiosis as he had, causing the numbers of his own colony to skyrocket. Several Elder Brain's had surrendered themselves to Xaragoth in hopes of sparing their colonies. Xaragoth took their surrenders and absorbed their colonies, devoured most of them, and made the 6 most trustworthy of them part of his personal council, forming the most powerful organization in the Underdark: The Psionic Council. With their might, many other aberrations jointed Xaragoth's colongy: Star Spawn, Quori, Core Spawn, Slaad's, and other legendary aberrations all bowed to Xaragoth's will and power.
As this alternate Elder Brain Dragon, Xaragoth has all the abilities he had as a black greatwyrm on top of his new psionic abilities. Having devoured so many Elder Brain's, his psionic potential is legendary, making him the most power living brain in the world, able to manifest physical illusions and bend the laws of reality with a simple thought. Xaragoth especially loves devouring the brains of spellcasters, adding their arcane lore and spells to his grand labyrinthian mind. His council of Elder Brain's have brought offerings of other aberrations to be consumed and assimilated into his growing power: Beholder's, Kalaraq Quori's, Neothelid's, all were devoured and assimilated.
The lord of Eyes, Belashyrra, and the Thought Stealer, Dyrrn, both saw Xaragoth as a potential threat and sought to destroy him, but were quickly overwhelmed by his newfound psionic strength. Rather than pursue a battle they could not win, Dyrrn and Belashyrra both made a non-aggression pact with Morgoth and a promise not to interfere with one another. Xaragoth could care less, as he already received what he wanted from them: information. During their battle, Xaragoth had combed through the vast libraries of their minds and absorbed more knowledge than he'd ever dare to dream. Armed with it, Xaragoth underwent a self-induced metamorphosis and altered himself yet again to replicate the powers of his new "friends".
Xaragoth's new form is a horrific sight to behold: similar to a gargantuan black greatwyrm having been turned into an Elder Brain Dragon, but he is in control. Eye stalks of a beholder whipping and lashing about like a mane of tentacles, his deep purple eyes giving an empty glare, with a thousand more eyes, burning a deep fiery orange, running down his neck and over his back, all of them blinking in perfect unison. Underneath on his belly and replacing his front limbs, tentacles of an Elder Brain hang lazily from below, twisting and coiling mindlessly until they attack with lightning speed, on top of now being covered in flesh-slicing barbs. By twisting them together, Xaragoth can create new forelimbs of compound muscle using these tentacles. Xaragoth always has 4 Ulitharid attendants around to keep a steady flow of information to him and to help search for prey. Xaragoth hates getting rusty at anything he does and practices his skills and abilities everyday to retain his prowess, especially when hunting.
But Xaragoth greatest prize is the essence of an Elder Evil, Ragnorra herself. After discovering a weakened fragment of her worldskin, he has bent it to his will and begun to imbue himself and his minions with its power. Ragnorra's weakened state has made her an eternal slave to Xaragoth, and its destruction it only achievable with the death of its master.
Now, all that Xaragoth seeks to do is to use his power to restore his mother in a new ritual. One that would imbue her with the powers of her mightiest children, the first greatwyrms, the titans among dragons, and she would be a thousand fold stronger than any being dared to scarcely dread. He, along with his "siblings", Morganthe the Lichwyrm and Zerus the Draconamental, seek out their remaining siblings in order to commence the ritual.
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Sign of Ragnorra. By taking command of the worldskin's remains, Xaragoth has begun to manifest the powers of Ragnorra's Sign: Twisted Life. This sign manifests as a surge of corrupt positive energy that resculpts life on an entire world. All creature within 10 miles of Xaragoth's lair are subjected to these effects, the sign's strength growing as creature get closer to the lair. A creature that has resistance to radiant damage has advantage on all saving throw against this power, and a creature with immunity to radiant damage succeed on these saving throws automatically.
- Faint: While within 10 miles of Xaragoth's lair; when a creature magically regains hit points, it regains 5 additional hit points.
- Moderate: While within 8 miles of Xaragoth's lair; as faint, but in addition, warts and blemishes appear on living targets of those that magically regain hit points. These unsightly growths impose a -2 penalty on Charisma checks. Once per day, an affected creature can attempt a DC 15 Constitution saving throw. On a successful save, the blemishes disappear, and the creature is immune to this effect for 24 hours. Additionally, spores fall to earth, taking root in rock, roofs, and the soil. Over time, such spores turn into cysts, abscesses, tumors, and other foul growths that dot the landscape. These features are identical to those of Ragnorra's Worldskin (see the Worldskin section). In particular, Spawning Spores will churn out progeny of Xaragoth who use these spores to birth even more horrible aberrations. If left unchecked, these worldskin features will overrun the landscape and will remake the environment as Xaragoth intended it to be.
- Strong: While within 6 miles of Xaragoth's lair; as moderate, but the DC to remove blemishes increases to 18. Additionally, the surge of positive energy repairs flesh. Once per day, injured living creatures can use their action to magically regain 19 (2d8 + 10) hit points. Any creature that benefits from this healing must succeed on a DC 15 Constitution saving throw or suffer one level of positive energy corruption.
- Overwhelming: While within 4 miles of Xaragoth's lair; as strong, but the DC of saving throws to remove blemishes or to avoid corruption increases to 20. Dead creatures rise 2 (1d4) days after death, becoming progeny of Xaragoth upon resurrection. The overwhelming aura of positive energy is anathema to undead. Once per day, exposed undead must succeed on a DC 20 Wisdom saving throw or be frightened for 24 hours. When an undead of CR 3 or lower fails this saving throw, it is instead instantly destroyed. Undead can avoid this effect by remaining underground (minimum 15 feet depth) or within a stone or metallic vault whose walls are at least 15 feet thick, provided all entrances to the chamber are sealed.
- Twisting Nature. The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. Plants and animals raised within 4 miles of Xaragoth's have twisted, aberrant forms, sporting extra heads, limbs, and/or tentacles that are used to attack with and secure prey.
- Brine Poisoning. Water sources within 3 mile of the lair are supernaturally fouled, illithid tadpoles swimming in the brine-poisoned water. Enemies of Xaragoth that drink such water regurgitate it within minutes and become infested with the tadpoles.
- Parasitic Survalence. Beasts that live within 5 miles of Xaragoth's lair undergo magical transmutation, growing extra eyes or eyestalks that Xaragoth can see through.
- Psychic Eavesdropper. Xaragoth can overhear any telepathic conversation happening within 5 miles of him. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and Xaragoth can’t participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.
- Grating Spies. Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to Xaragoth within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. Xaragoth can suppress this effect at will.
- Illithid Tadpole Infestation. When a creature becomes infested with illithid tadpoles, the creature takes 26 (3d10) psychic damage at the start of each of its turns. The creature can make the necessary Constitution saving throw at the end of each of its turns, depending on how it was infected(DC 12 if not specified), ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect on the creature. If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 2d6 hours. When the period of unconsciousness ends, the creature transforms into a Mind Flayer (see the Monster Manual) with all its hit points, equipment, spells, feats, and class features. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer. It is also the only thing that can turn a mind flayer back to normal from infestation.
Lair and Lair Actions
Xaragoth's Lair
Xaragoth's lair is a long lost cathedral in a rotting swamp, deep in The Lurkwood forest. Xaragoth has created a deep tunnel into the Underdark with his acid breath, allowing his colony in The Wormwrithings to escape to the surface and build up there. The colony has spread deep into the forest while maintaining a powerful presence in the Underdark, many of the Drow settlements and cities of the Underdark fearing to accidently grab Xaragoth's attention. The swamp on the surface is vast and dense, covering 380,000 sq feet(L = 400 feet, W = 950 feet), shaped like a vertical rectangle, and holding many swamp-covered ruins and Underdark structures. Near the end of it, there is a gargantuan tunnel just large enough for Xaragoth to squeeze through, with several lifts for his minions to get use the tunnel as well. It goes down 1500 ft. into the Underdark's Upperdark, directly into Xaragoth's illithid colony. A vast, underground city that spans 600,000 sq feet(L = 1200 feet, W = 500 feet) in a horizontal rectangle, littered with brine pools, illithid structures, and other defenses to protect the colony.
Worldskin Reborn. Throughout the lair, the worldskin from the Elder Evil Ragnorra has been regrown and fallen under Xaragoth's control. After her fall, the last, tiny fragment of Ragnorra's wolrdskin fled below ground and sought out a means to revive itself, only to fall under Xaragoth's control and become one with him. Soon, it was beginning to regrow and regain its strength. All living things eventually become connected to her through a massive network known as the worldskin. With Xaragoth's new command over it, the worldskin will not change any aberrations under his control. Pulsing veins run through the earth, branching neural fibers lace the skies, and gelatinous tendrils arc through the oceans. Cysts, abscesses, spores and tumors, identical to those created by her Twisted Life sign, dot this foul growth, extensions of the elder evil's power, power that is now Xaragoth's that create a variety of magical effects. All worldskin features are immune to poison, psychic, and radiant damage. They each have a Constitution score equal to their AC, they automatically fail Strength and Dexterity saving throws, and they are immune to effects that require Intelligence, Wisdom, or Charisma saves.
- Bioenergy Cyst. Hard, mineral-laced mounds jut from the surface, thrumming with energy. On activation, a cyst generates a 5 foot wide line of lightning between itself and another cyst within 100 feet of it. Each creature in the line must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. Alternatively, the cyst explodes with fire on activation. Each creature within 20 feet of the cyst must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. A bioenergy cyst is Medium, has 40 hit points, and has an AC of 13. Once activated, a bioenergy cyst cannot be activated again until it is regenerated and is not missing any hit points. Regenerating a bioenergy cyst causes it to regain 10 hit points.
- Healing Spore. This fleshy lump heals injuries to creatures in contact with the worldskin. On activation, a random creature within 5 feet of the spore regains 30 hit points and suffers one level of positive energy corruption. Any healing that is in excess of the creature's maximum hit points is granted as temporary hit points instead. For example, a creature that is missing 10 hit points that is healed by a healing spore is healed to its maximum hit points and also gains 20 temporary hit points. An unwilling creature must succeed on a DC 16 Wisdom saving throw to avoid this healing and corruption. A creature that gains temporary hit points from a healing spore equal to or exceeding its maximum hit points is instantly corrupted and becomes a progeny of Ragnorra. A healing spore is Large, has 50 hit points, and has an AC of 10. Once activated, a healing spore cannot be activated again until it is regenerated. Regenerating a healing spore causes it to regain 15 hit points. If the spore takes cold or lightning damage, it cannot be regenerated until the start of the next round.
- Spawning Spore. This mass of tissue, when activated, spontaneously births aberrations to serve Xaragoth or his minions. The creature spawned depends on the Constitution modifier of the creature activating the source, as set out in the following table.
CON modifier = -1 or less = 1d12 star spawn manglers (progeny of Xaragoth)
CON modifier = +0 or +1 = 1d10 star spawn hulks (progeny of Xaragoth)
CON modifier = +2 or +3 = 1d8 star spawn seers (progeny of Xaragoth)
CON modifier = +4 or +5 = 1d6 star spawn larva mages (progeny of Xaragoth)
CON modifier = +6 or greater = 1d4 lesser star spawn emissary
A spawning spore is Large, has 75 hit points, and has an AC of 10. Once activated, a spawning spore cannot be activated again until it is regenerated. Regenerating a spawning spore causes it to regain 25 hit points, and temporarily links it to the life force of the one who regenerated it to the spore. When the spawning spore takes damage within 3 rounds of being regenerated, the one who regenerated it must make a DC 16 Constitution saving throw. On a failed save, the spawning spore takes half the damage (rounded down), and the target takes the remaining damage. - Tentacular Boil. Dark, swollen pustules bubble from the worldskin, and squirming growths wriggle within. On activation, a tentacular boil produces an Evard's black tentacles effect (save DC 16), as the spell, for one minute. A tentacular boil is Large, has 75 hit points, and has an AC of 8. Once activated, a tentacular boil automatically regenerates after 1 minute. Manually regenerating a tentacular boil causes it to regain 30 hit points. If the boil takes acid or fire damage, it cannot be regenerated until the start of the next round.
- Vaporous Abscess. This pus-filled lesion releases a fog of acid when activated, which dissipates at the end of the round. This fog of acid fills a 10-foot-radius sphere centered on the abscess, heavily obscuring the area. A creature that enters the fog's area for the first time on a turn or starts its turn there must make a DC 16 Constitution saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. A vaporous abscess is Medium, has 30 hit points, has an AC of 13, and is difficult terrain when walked on (no cover provided). Once activated, a vaporous abscess automatically regenerates after 2 rounds, unless it is regenerated by a creature before then. Regenerating a vaporous abscess causes it to regain 10 hit points. If the abscess takes fire or lightning damage, it cannot be regenerated until the start of the next round.
Swamp area features:
- Perpetual Darkness. In the lair, the clouds have gotten so thick and condensed that its impossible for most sunlight to get through, making the area lightly obscured in darkness. This imposes a disadvantage to attack rolls that rely on Wisdom (Perception) for creatures without Blindsight, Tremorsense, Darkvision, or Truesight.
- Brine-poisoned bogs. All across the swamp-area of the lair, there are pools of water that are polluted by the brine used to support elder brain's, all of them rife with illithid tadpoles. Any non-aberration creature that moves into a poisoned bog or starts its turn there must make a DC 14 Constitution saving throw. On a failure, the creature is infested with illithid tadpoles.
- Illithid battlements. The illithids have constructed three battlement towers with psionic cannons, each manned by two Mind Flayer's. The cannons have an attack range of 120 ft., and the first and third towers have their attack range overlap with the second tower. Each tower can fire two shots in a turn, acting as a bonus action on an enemies turn or as a reaction to an enemy taking damage. A shot from a cannon deals 38 (6d6) psychic and force damage. Each tower have 250 hit points, stand 3 stories tall, and are immune to all damage except force, acid, and bludgeoning damage. If a tower falls to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling tower must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. The Mind Flayer's at the top take the maximum damage when the tower falls, are knocked prone and are buried by rubble.
- Swamp Brine Lake. Abutting the chapel is a swampy lake where Xaragoth sleeps while on the surface. The foul water stinks of dead fish and rot, while the dense foliage and scraggly trees along the shoreline writhe with scuttling, slithering fauna that haven't yet been devoured by the tadpoles that pollute the lake with brine. A thick blanket of fog—part of the Xaragoth's corrupting influence—adds a claustrophobic feel to the lair while lightly obscuring anything else that lurks beneath the water.
- Chapel Floor. Columns of clammy stone jut like ribs from the cathedral's exposed floor, as if in mockery of the sanctity of this once-holy place, now defiled by alien touch. The open floor is now uses as a mess hall, littered with bones and gore from previous meals of humanoid brains and animal carcasses.
- Underground Tunnels. Twin staircases in the main hall descend to a partially flooded crypt. Five trapped stone sarcophagi rise above the waterline, their lids depicting armored warriors whose faces have been scoured away by acid. Each sarcophagus holds a few coins and shiny baubles mixed with junk that appears to be treasure at first glance. In the tower basement, a fully submerged tunnel leads to a secret network of tunnels that lead into the colony and the rest of the Underdark. Trying to map it without Tremorsense is a fools errand that will most likely end up with the foolish individual being swallowed whole by a Neothelid.
Underground Illithid Colony features:
- Additional Wolrdskin Features. Deeper into the lair, the worldskin and Ragnorra are stronger the closer they are to Xaragoth, granting it the following features:
- The Neurotangle. The visible evidence of Ragnorra's growth is the neurotangle, a thick canopy of twisted, thorny fibers blanketing the walls and ceiling of the illithid colony. This network extends Ragnorra's senses and grows thicker as she regains her strength. The neurotangle canopy forms a dome rising about 80 feet above the Council Chambers. It is at least 30 feet thick, extending to the floor in many places, and it spreads out past the edges of the many tunnels in and out of the colony in a thin mat. At the heart of the colony, it forms a ceiling resting on the obsidian walls above the rest of the colony. An eerie twilight fills the space beneath the canopy, whose matted fibers block many of the rays of the luminous crystals that light the depths of the colony; the area below the canopy is thus filled with dim light.
- Shuddering Worldskin. The worldskin is highly sensitive both to Ragnorra's dreamlike thoughts, Xaragoth's commands, and to violent events (such as combat) on its surface. Each round the party is in this area, a 40% chance exists that the skin twitches in response, which takes place at initiative count 20 (losing initiative ties). If a worldskin feature is destroyed, such a twitch happens immediately. When the worldskin twitches, ripples up to 2 feet high race across its surface, accompanied by a high-pitched keening. Each creature on the worldskin must succeed on a DC 15 Dexterity saving throw or fall prone.
- Pustule Pools. As bubbles rise and burst from these thick, tarry pools scattered randomly throughout the underground lair, they release a stink of bile and infected flesh. But in the center of each bubble, a clear liquid appears. Corrupt positive energy infuses the fluid and can confer a temporary benefit on a creature immersed in the pool. You might hint at this property by calling for a DC 18 Intelligence (Arcana) check. When a living creature enters the pool for the first time on a turn or ends its turn there, it gains 20 temporary hit points
per level of positive energy corruption it chooses to suffer from (minimum of 1).
Ragnorra's Stat Block. Ragnorra is awakened by Xaragoth after he activates his Chromatic Awakening, unleashing her true power as she rampages to Xaragoth's will:
Ragnorra
Gargantuan aberration, neutral evil
Armor Class: 18 (natural armor)
Hit Points: 444 (24d20 + 192)
Speed: 0 ft.
STR: 26 (+8), DEX: 14 (+2), CON: 27 (+8), INT: 16 (+3), WIS: 23 (+6), CHA: 18 (+4)
Saving Throws: Con +16, Wis +14
Skills: Nature +11, Perception +14
Damage Resistances: acid, cold, lightning
Damage Immunities: fire, poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: All
Senses: truesight 120 ft., blindsight 500 ft., tremorsense 1,000 ft., passive Perception 24
Languages: all, telepathy 1,000 ft.
Challenge: 27 (105,000 XP)
Traits:
- Anathematic Secrecy. Ragnorra can't be targeted by any divination magic or perceived through magical scrying sensors.
- Corrupt Positive Energy Aura. Any creature that starts its turn within 30 feet of Ragnorra takes 14 (4d6) radiant damage. An undead creature instead takes 28 (8d6) damage and suffers disadvantage on all saving throws until the end of its next turn.
- Death Burst. When Ragnorra dies, she explodes in a burst of corrupt positive energy. Each creature within 60 feet of her must make a DC 22 Constitution saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.
- Impervious to the Divine. Ragnorra is unaffected by divine spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate.
- Legendary Resistance (3/Day). If Ragnorra fails a saving throw, she can choose to succeed instead.
- Magic Resistance. Ragnorra has advantage on saving throws against spells and other magical effects.
- Magic Weapons. Ragnorra's weapon attacks are magical.
- Positive Energy Corruption. When Ragnorra deals damage to a creature, the creature suffers one level of positive energy corruption.
- Regeneration. Ragnorra regains 30 (5d8) hit points at the start of her turn if she has at least 1 hit point.
- True Mother Transformation. When Xaragoth activates his Chromatic Awakening while in her lair, Ragnorra is awakened and permanently merges with the neurotangle as the True Mother, establishing a Psychic Link with Xaragoth. In this form, Ragnorra is impossible to attack directly, and is impossible to damage or target with any ability, with the exception of the weak spots detailed below. In this form, Ragnorra's speed is reduced to 0 feet (included), and she becomes immune to all conditions (included). Any melee or ranged attack made while in this form emerge from a location of Ragnorra's choice along the surface of the neurotangle, rather than from the True Mother chord itself. Lastly, Ragnorra's hit point maximum increases by 30 at the start of each of her turns. Otherwise, Ragnorra retains all of her normal statistics and features. The True Mother form only has one weakness: to fully mature, Ragnorra must draw corrupt energy from the worldskin. The True Mother chord, located in the Council Chambers in front of Xaragoth's horde, can barely contain this flow, leaving Ragnorra vulnerable. Three weak spots are visible on the chord, from which project the brightest beams of light. One is at ground level, one is 30 feet up, and one is 80 feet up, at the junction with the neurotangle. A successful DC 22 Intelligence (Arcana) check reveals these beams of light and what they can be used for: attacks, spells, and other effects that specifically target a weak spot are able to target and harm Ragnorra. An effect that targets an area and includes a weak spot does not suffice.
- Unyielding Essence. Ragnorra is immune to any spell or effect that would alter her form, as well as those that would read her thoughts, determine if she is lying, or magically influence her thoughts or behavior.
Actions:
- Multiattack. Ragnorra makes three attacks.
- Pseudopod. Melee Weapon Attack: +16 to hit, reach 120 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 7 (2d6) radiant damage, and the target must succeed on a DC 24 Constitution saving throw or be poisoned until the end of its next turn.
- Radiant Blast. Ranged Spell Attack: +14 to hit, range 120/240 ft., one target. Hit: 19 (3d8 + 6) radiant damage, and the target must make a DC 22 Constitution saving throw. On a failed save, a target has disadvantage on saving throws against poison until the end of its next turn.
Legendary Actions: Ragnorra can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ragnorra regains spent legendary actions at the start of her turn.
- Regenerate Worldskin. Ragnorra regenerates a worldskin feature.
- Reel. Ragnorra makes one pseudopod attack. On a hit, Ragnorra can also pull the target up to 20 feet in a direction of her choice.
- Pillar of Skin. Ragnorra causes a 5-foot-diameter pillar of hardened spores and abscesses to span the space between points on two different surfaces of Ragnorra's choice within the lair. The pillar has AC 10 and 50 hit points, and is immune to radiant, psychic, and poison damage. If the pillar cuts through a creature's space when it appears, the creature is pushed to one side of the wall (Ragnorra's choice). The pillar can't cut through any space occupied by a worldskin feature.
- Beam of Corruption (Costs 2 Actions). A line of corrupt positive energy forming a line 100 feet long and 5 feet wide blasts out from any point in Xaragoth's lair in a direction she chooses. Each creature in the line must make a DC 23 Constitution saving throw, taking 19 (3d8 + 6) radiant damage on a failed save, or half as much damage on a successful one. Furthermore, an overwhelming surge of positive energy causes a creature that fails this saving throw to suffer one level of positive energy corruption.
- Skincasting (Costs 2 Actions). On initiative count 10 (losing initiative ties), Ragnorra activates a worldskin feature.
- Cleanse Sickness (Costs 2 Actions). Ragnorra innately casts divine word (spell save DC 22), requiring no components. The spell doesn't expend a spell slot, and it targets each creature of Ragnorra's choice within Xaragoth's lair.
Colony Defenses:
- Brine Pools. Their are huge pools of brine on either side of the entrance to the colony, around 80 ft. in diameter each. An Elder Brain resides in the left pool and an Aboleth in the left. The elder brain is accompanied by three Mind Flayer's and one Ulitharid, and the Aboleth has six Skum protecting it. Any non-aberration creature that moves into a brine pool or starts its turn there must make a DC 17 Constitution saving throw. On a failure, the creature is infested with illithid tadpoles.
- Improved Illithid battlements. The illithids have constructed eight battlement towers with psionic cannons, each manned by two Mind Flayer's and two Star Spawn Larva Mage's. The improved cannons have an attack range of 150 ft., with the towers set up on either side of the entrance like a bottleneck. The towers come in pairs, their attack range always overlapping. Each tower can fire three shots in a turn, acting as a bonus action on an enemies turn, as a reaction to an enemy taking damage, or as an opportunity attack on an enemy. A shot from a cannon deals 58 (5d10) psychic and force damage. Each tower have 375 hit points, stand 3 stories tall, and are immune to all damage except force, acid, and bludgeoning damage. If a tower falls to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling tower must make a DC 22 Dexterity saving throw, taking 33 (4d10) bludgeoning damage and 26 (4d10) psychic damage on a failed save, or half as much damage on a successful one. When a tower falls, the Mind Flayer's and Star Spawn Larva Mage's at the top teleport away to a safe distance from the collapsing rubble, then make their way over to engage the enemy.
- Tunnel Network. Tunnels run into the walls and out of the floor nearly everywhere in the colony, allowing for surprise attacks from larger creatures coming into the heat of battle, such as Neothelid's, Skittering Horror's, and Core Spawn Worm's.
- Colossus Workshop. Straight ahead from the entrance and guarded by three Lesser Star Spawn Emissary's is a huge cavern, about 12 stories tall and wide enough for Xaragoth himself to just waltz right in. Inside is a huge workshop with sevral dozen Mind Flayer's, Star Spawn Larva Mage's, and Core Spawn Seer's working on constructs for Xaragoth's invasion force. Most of them are the standard Iron Golem with quite a few unique constructs yet to activated: four Clockwork Behir, three Cadaver Collectors, five Steel Predators, six Retrievers, two Chardalyn Dragons, three Dragonbone Golems, and a hybrid construct of the Colossus of Akros and a Warforged Colossus that is still being constructed. There are six active Iron Golems, and the aberrations would rather try to activate more of the contracts rather than fight. Every 15 rounds after starting combat here, the aberrations will activate the groups of constructs in the order listed above. If the current group of constructs is defeated before the next group is activated, the aberrations flee into the tunnel network, leaving the rest of constructs for you to use yourself. Many of the constructs here are just copies of existing constructs but improved with Xaragoth's personal designs:
- They deal extra 18 (3d6) force damage with their melee attacks
- Pack Tactics trait(for 15 ft. instead of 5 ft.)
- Damage Absorption: Heal for half of all lightning damage they take instead of taking lightning damage.
- A self repair function which restoring 31(4d8) hit points at the start of their turn, preventing them from dying at 0 hit points if this trait is active. This function can be canceled until the end of the construct's next turn by dealing cold, thunder, or acid damage to the construct.
- Evolution Pit. On the far left is the entrance to this foul place, littered with dragon bones and scales. This large, 100-foot diameter, 60-foot deep pool is where the elder brains go to to transfuse with captured dragons and become Elder Brain Dragon's. Entering this place reveals a fresh one just finishing its transformation, surrounded by a Core Spawn Worm, a Core Spawn Emissary, and a Core Spawn Seer.
- Ooze Factory. Right beside the evolution pit is a small complex with several tubes and machines of alien design wired into it. Walking inside reveals that Xaragoth's minions are artificially creating and/or breeding Oozes as fodder for the frontlines when the invasion begins. Inside the complex is a single Mind Flayer surrounded by 4 Regenerating Black Pudding, a clone of White Maw, 2 Huge Gray Ooze, 5 Dragonblood Ooze, and 3 Elder Oblex. All of these oozes have a +30 to their damage rolls and movement speed.
- Council Chambers. The only building that isn't shooting at you all the way on the right end, where the Psionic Council advises Xaragoth, rife with tunnels and passages for more minions to enter if need be. The doors are huge, large enough to allow an army of storm giants walk through without crouching, the walls and décor reminiscent of draconic architecture mixed with illithid themes. Inside the main chamber is a huge brine pool, around 500-foot diameter, that takes up about 1/3 of the floor, offering about 60 ft. of shoreline to move free of the tadpoles in the pool. An Elder Brain Dragon, two Lesser Star Spawn Emissary's, two Neothelid's, and Xaragoth himself are in the center of the room, in the pool. Xaragoth is laying down in the pool, only his wings and upper head visible. He seems to be asleep while his minions guard him. Behind him is a large cave filled with his horde of experimental magic items, gold, and illithid artifacts. It shines a light pink in the glow of the brine pool.
Lair Actions
On initiative count 20 (losing initiative ties), Xaragoth takes a lair action to cause one of the following effects; Xaragoth can’t use the same effect two rounds in a row:
- Brine Floods. Pools of water, brine, or acidic brine that Xaragoth can see within 120 feet of him surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 30 feet into the water and knocked prone. Brine pools and acidic brine pools are infested with illithid tadpoles, so when a non-aberration creature enters a brine pool, it must make a DC 15 Constitution saving throw or become infest with illithid tadpoles(See High-Pressure Tadpole Brine Breath).
- Worldskin Features. Xaragoth can take lair actions using the worldskin. On initiative count 20 (losing initiative ties), Xaragoth takes a lair action to activate one of the worldskin's features.
- Plague of Flies. A cloud of swarming insects fills a 30-foot-radius sphere centered on a point Xaragoth chooses within 120 feet of him. The cloud spreads around corners and remains until Xaragoth dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d10) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d10) piercing damage.
- Brine Burst. Xaragoth chooses a point on the ground he can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of brine-infested water centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If a creature failed the saving throw by 5 or more, it is infested with illithid tadpoles. The cylinder is difficult terrain.
- Drain Intellect. Each creature of Xaragoth's choice that he can see within 120 feet of him or have establish a psychic link with him must succeed on a DC 23 Wisdom saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 2d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.
- Overmind. Xaragoth calls upon the most powerful aberrations of his colony to protect him. Xaragoth can only use this lair action after activating his Chromatic Awakening, and it remains in effect for the rest of the battle. Xaragoth can't use other lair actions after using this lair action, except for Worldskin Features. Starting on Xaragoth's next turn and every 15 rounds after, roll a d4, and depending on the result, the chosen creatures will be teleported within 60 ft. of Xaragoth. All of these creatures are have psychic links with Xaragoth and obey his commands, taking their turns immediately after him:
- 1 = 1 Elder Brain Dragon and 2 Elder Brain
- 2 = 1 Neothelid and 2 Core Spawn Worm
- 3 = 1 Lesser Star Spawn Emissary and 2 Skittering Horror
- 4 = 1 Elder Brain Dragon, 1 Core Spawn Worm, and 1 Lesser Star Spawn Emissary
Previous Versions
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12/28/2021 6:30:18 AM
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38
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1/31/2022 4:21:06 AM
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45
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2/3/2022 10:13:52 PM
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47
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5/22/2022 6:15:12 PM
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56
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