Large Celestial, Chaotic Good
Armor Class 20 natural armor
Hit Points 210 (20d10 + 100)
Speed 40 ft., fly 80 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws STR +12, CON +11, WIS +10, CHA +14
Skills Athletics +11, Insight +9, Intimidation +12, Perception +9
Damage Resistances Lightning, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 60 ft., Passive Perception 19
Languages Abyssal, Celestial, Common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Divine Awareness. Xenos knows if he hears a lie.

Innate Spellcasting. Xenos' innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At will: detect evil and good, gust of wind, lightning bolt
- 3/day each: chain lightning, dispel evil and good, freedom of movement
- 1/day each: control weather, earthquake, storm of vengeance

Zeus' Wrath. Xenos deals an extra 1d8 lightning damage when he hits with a weapon attack (included in the attack).

Divine Blessing. Xenos has advantage on saving throws against spells and magical effects.

Divine Form. Xenos is immune to any spell or effect that would alter its form.

Actions

Multiattack. Xenos makes two melee attacks or one bolt of retribution attack.

Mace of Thunder. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) lightning damage.

Bolt of Retribution. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 36 (8d8) radiant damage.

Storm's Fury. Xenos summons a storm butt in a 25-foot-radius sphere centered on a point he can see within 120 feet. Each creature in the area must make a DC 20 Dexterity saving throw. A creature takes 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. The storm lasts until the start of Xenos' next turn.

Wings of Wind. Xenos creates a gust of wind originating from his wings, affecting creatures in a 60-foot cone. Each creature in the area must make a DC 18 Strength saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is pushed 15 feet away from Xenos. On a successful save, the creature takes half as much damage and isn't pushed.

Bonus Actions

Thunderous Smite. As a bonus action, Xenos imbues his Mace of Thunder with divine energy. The next time he hits with a melee weapon attack during this turn, the attack deals an extra 2d6 thunder damage, and the target must make a DC 18 Strength saving throw. On a failed save, the target is pushed 10 feet away from Xenos and knocked prone.

Divine Inspiration. As a bonus action, Xenos calls upon his divine heritage to grant him an additional action this turn. He can use this action to make a melee or ranged weapon attack, cast a spell with a casting time of 1 action, or take the Dash, Disengage, or Hide action.

Reactions

Retributive Strike. When a creature within 30 feet of Xenos hits him with an attack, he can use his reaction to make a Bolt of Retribution attack against the attacker.

Aegis of the Storm. When Xenos is targeted by a spell or ability that requires a saving throw, he can use his reaction to call upon the storm's power, granting him advantage on the saving throw.

Legendary Actions

Xenos 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. Xenos regains spent legendary actions at the start of his turn.

Attack. Xenos makes a mace of thunder attack or a bolt of retribution attack.

Move. Xenos moves up to half his speed without provoking opportunity attacks.

Wind Burst (Costs 2 Actions). Each creature within 15 feet of Xenos must succeed on a DC 18 Strength saving throw or be pushed back 10 feet and knocked prone. Unsecured objects within the area are also pushed back 10 feet.

Call Lightning (Costs 2 Actions). Xenos calls down a bolt of lightning from the sky or the storm butt created by his Storm's Fury action. He chooses a point he can see within 100 feet, and each creature within 5 feet of that point must make a DC 20 Dexterity saving throw. A creature takes 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Command the Skies (Costs 3 Actions). Xenos creates a 20-foot-radius, 40-foot-high cylinder of raging wind centered on a point he can see within 120 feet. The area is considered difficult terrain for creatures other than Xenos. Each creature in the area must make a DC 20 Strength saving throw. On a failed save, a creature takes 22 (4d10) bludgeoning damage and is pushed 10 feet away from the center of the cylinder. On a successful save, the creature takes half as much damage and isn't pushed. The wind lasts until the start of Xenos' next turn.

Mythic Actions

Xenos gains one of these mythic actions when he is reduced to half of his maximum hit points or fewer. He can use one mythic action at the end of another creature's turn, in addition to his legendary actions. Xenos regains spent mythic actions at the start of his turn.

Storm of the Gods. Xenos calls forth a massive storm in a 120-foot-radius centered on himself. The storm lasts for 1 minute or until Xenos is defeated. Each creature within the area must make a DC 20 Constitution saving throw at the start of its turn. On a failed save, the creature takes 11 (2d10) lightning damage and is blinded until the start of its next turn. On a successful save, the creature takes half as much damage and isn't blinded. Additionally, the area is considered difficult terrain for creatures other than Xenos.

Divine Reckoning. Xenos focuses his divine power to smite his enemies. He selects up to three creatures he can see within 60 feet. Each target must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) radiant damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.

Description

Xenos, the Fallen Son of Zeus

was once a celestial warrior, standing among the divine pantheon as a guardian of the mortal realm. Born of a mortal mother, his demi-god status granted him incredible power and the ability to wield the mighty storms that his father, Zeus, commanded. Xenos was a force to be reckoned with, his towering form adorned with the resplendent armor of the gods. He fought to maintain balance and order between the divine and mortal realms.

As centuries passed, Xenos grew increasingly disillusioned with the rivalries and manipulations of his fellow gods. He began to question their actions and the validity of their rule, believing that mortals deserved more autonomy and a chance to forge their own destinies. Unable to fully align with either divine or mortal interests, Xenos chose a path of his own, distancing himself from the celestial realm and embracing a more complex moral code.

Now, Xenos walks among mortals as an enigmatic figure, standing against those who would disrupt the delicate balance between divine and mortal realms. His once radiant armor is now battle-worn and tarnished, a symbol of his own transformation. While he is no longer welcomed among the gods, Xenos remains a powerful force in the world, intervening in the affairs of both mortals and deities as he sees fit. Calculating, independent, and enigmatic, the Son of Zeus walks a fine line between the realms, guided by his own wisdom and inscrutable motivations.

Lair and Lair Actions

The lair of Xenos is entirely up to where he resides at the time.

Lair Actions

When fighting in his lair, Xenos can use the following lair actions on initiative count 20 (losing initiative ties). He can only use one lair action per round.

Lightning Surge. Xenos summons a bolt of lightning to strike a point he can see within 120 feet. Each creature within 10 feet of that point must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 16 (3d10) lightning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Protective Winds. Xenos summons a strong wind to swirl around him in a 15-foot-radius. The wind lasts until the start of his next lair action. Ranged weapon attacks made against Xenos or any creature within the wind have disadvantage. Additionally, Small or smaller creatures must make a DC 18 Strength saving throw to enter the area or be pushed back 5 feet.

Storm's Wrath. Xenos causes my butts overhead to unleash their fury. Each creature within 60 feet of Xenos must succeed on a DC 18 Constitution saving throw or be deafened and have their speed reduced by half until the start of his next lair action. On a successful save, the creature isn't deafened and its speed isn't reduced.

Regional Effects

The region surrounding Xenos' lair, extending up to 6 miles, is influenced by his divine presence and storm-wielding powers. The following effects manifest within this area:

Unpredictable Weather. The weather in the region is erratic and unpredictable, with sudden thunderstorms, gusts of wind, and flashes of lightning occurring frequently. Creatures traveling through the area may find themselves caught in sudden downpours or buffeted by powerful winds.

Charged Atmosphere. Static electricity pervades the region, causing small sparks and discharges to appear at random. Creatures with a sensitivity to electricity, such as constructs or those wearing metal armor, may feel a constant tingling sensation. Flammable materials have a slight chance to ignite when exposed to these sparks, though the risk is low.

Storm-Wrought Terrain. The landscape within the region shows signs of the storms unleashed by Xenos. Trees may be split by lightning, rocks may be shattered by thunder, and the ground may be scarred by the passage of the storm's fury. Travelers may find their path obstructed by fallen trees or debris, requiring them to navigate around these obstacles.

Reverberating Thunder. Distant echoes of thunder can be heard throughout the region, a reminder of Xenos' connection to his father, Zeus. At night, flashes of lightning can be seen illuminating the dark sky. The constant presence of these storm sounds has a disconcerting effect on the local wildlife, causing them to be more skittish and wary.

If Xenos dies, these effects fade over 2d8 days.

Metroxide

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