Legendary Resistance (3/Day). If the xenosith fails a saving throw, it can use the force to succeed instead.
Acid Splash. When the the Xenosith takes damage of any type but psychic, each creature within 5 feet of the xenosith takes 9 (4d8) acid damage.
Force Surge. Once per battle, the Xenosith Lord can take one additional action on its turn.
Force Powers. The Xenosith is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The Xenosith has following force powers prepared:
At will: Acid Splash, Chill Touch, Mind Sliver or Suggestion (mind trick)
3 time a day - Detect Thoughts
2 times a day - Phantasmal force (force choke)
2 times a day - Lightning Bolt (force lightning) 1 times a day - Haste (self only)
1 times a day - Dominate Beast
Multiattack. The xenosith makes one Force Lightsabre Strike then can make two attacks or three attacks with either the Lightsabre or Lightsabre Throw attacks. Force Move can substitute for one of those attacks two attacks.
Force Lightsabre Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 38 (6d8 + 12) radiant damage and it can force the target to make a STR saving throw (DC:19). If the save fails, you can knock the target prone or moved up to 10 ft. in any direction horizontally.
Lightsabre. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d8 + 12) radiant damage.
Lightsabre Throw. RangedWeapon Attack: +12 to hit, range 60/120 ft., one target. Hit: 17 (2d8 + 9) radiant damage.
Force Move. The Xenosith can move an object or a creature with your mind. As an action, it target one loose object that is Large or smaller or one willing creature, other than itself. If you can see the target and it is within 30 ft. of you, you can move it up to 30 ft. to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Targeting an unwilling creature they must succeed on a a DC 19 Strength Saving Throw or they can be moved 15ft or knocked prone.
Shadow Stealth. While in dim light or darkness, the Xenosith can use its bonus action to take the Hide action and any attacks made while hidden deal an extra 1d8 damage.
Vicious Bite (Recharge 5-6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 5) piercing damage. As a bonus action, the Xenosith can make this special bite attack. If it hits, the Xenosith is healed and also gains temporary HP equal to the damage done by the bite.
Battle Meditation. The Xenosith can concentrate on the living force and gain a +5 bonus to AC, it's walking & climbing speed increases by 10 ft., has advantage on Acrobatics checks, and gains a +5 bonus to any CON saving throw you make to maintain your concentration on a spell. This state is only last 1 minute while not wearing medium or heavy armor or a shield and ends early if incapacitated.
Force Leap. As a bonus action, the xenosoth can propel its body with the force. It gains a flying speed equal to twice it's walking speed and does not evoke any attacks of opportunity while moving in this way until the end of the current turn. Once it uses this bonus action 3 times, it can’t do so again until it can finish a short or long rest.
Force Power: Protective Field. When the Xenosith takes damage, it can use your reaction to reduce the damage taken by 1d10+5 and then it's AC increases by 3 until the start of its next turn.
The Xenosith 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. The xenosith regains spent legendary actions at the start of its turn.
Lightsabre. The xenosith can make either one Lightsabre attack or a Lightsabre Throw attack.
Vicious Bite. The xenosith can make a Vicious bite attack.
Force Powers. The xenosith can use any of its available force power spells it can still cast.
Force Crush (2 Legendary Actions). Concentrating, like a spell, untik the start of its turn on a 15-foot-radius sphere centered on a point you can see within 60ft the xenosith uses the force to create crushing pressure to everything inside. Each creature in the sphere on the turn when the ability is used, must make a (DC: 19) Constitution saving throw. On a failed save, a creature takes 6d8 force damage, and its speed is halved until outside of the area. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Any object that isn’t being worn or carried in the sphere requires a successful (DC: 19) Strength check to pick up or move.
Description
The Xenosith is the horrific combination of a Xenomorph Alien learning the dark side force powers and skills of a Sith Lord.
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