Gargantuan Dragon, Chaotic Neutral
AC 22 (natural armor)    Initiative +3 (13)
HP 546 (26d20 + 265)
Speed 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 ft.
Mod Save
STR 30 +10 +10
DEX 16 +3 +12
CON 29 +9 +18
Mod Save
INT 30 +10 +10
WIS 25 +7 +16
CHA 29 +9 +18
Skills Perception +16, Stealth +7
Resistances Acid, Fire, Necrotic
Immunities Cold; Charmed, Frightened, Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common, Draconic (both modern and ancient dialect)
CR 30 (XP 155,000; PB +9)
Traits

Tainted Blood. Whenever Xernaia is wounded, parts of her blood can either coat a weapon, reducing its attack rolls with -1, or make one area where the blood has hit, giving 1 necrotic damage to both player and enemy characters under on each turn when standing in that area. The pool of blood 

Regeneration. Xernaia regains 5 hit points at the start of her turn. If Xernaia is hit by acid or necrotic damage, this trait doesn't function at Xernaia's next turn.

Time to Leave. When Xernaia is near 0 hit points, she takes action to escape and leave the battle. This is considered a victory if the players still survive the encounter.

 

Actions

Multiattack. Xernaia can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) poison damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Xernaia’s choice that is within 120 feet of her  and aware of it must succeed on a DC 21 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, the creature is immune to the Xernaia’s Frightful Presence for the next 24 hours.

Black Breath (Recharge 5–6). Xernaia exhales volcanic ash in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half damage on a successful one.

Spellcasting. Xernaia is able to cast one of the following spells at ninth level, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attack):

1/day each: Absorb Elements, Blade Barrier, Conjure ElementalFire StormFount of MoonlightLightning Arrow, Storm of Vengeance

Change Shape. Xernaia magically transforms into any creature that is Medium or a Large humanoid with draconic features, while retaining her game statistics (other than her size). This transformation ends if Xernaia is reduced to 0 hit points or uses her action to end it.

Reactions

Draconic Confusion. If a player character is Dragonborn or Kobold, or if the party gained a dragon ally, Xernaia will be confused to see them during 1 turn or try to be more humble towards the party if she hasn't known about them.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Attack. Xernaia makes one Claw or Tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Summon Draconic Minion. Xernaia can choose to summon one or two Draconic creature closest to her, that aren't Wyverns, Abishai, or True dragons, into battle at the end of her turn. If all her minions within her lair were delt with before the fight, or if the creatures are too far away from her, this action will be inert.

 d10 Draconic Minions
1  3 Draconian (Dreadnought, Foot Soldier, Infiltrator, or Mage)
2 4 Dragonborn (using the Cultist stat block)
3 2 Dragonnel
4 1 Hydra
5 2 Guard Drake
6 5 Kobold
7 1 Half-Dragon
8 4 Dragonflesh Grafter
9 2 Dragon Turtle/Tortoise Wyrmling
10 7 Pseudodragon

Description

Xernaia, the Grim Omen, is an unusual Dragon who appears to be a mix of a Metalic and Chromatic Dragon Greatwyrm, with a few hints of Gem Dragon and a scorpion-like stinger on the tip of her tail, but she has no relation between either of the three types of dragons. Many scholars across the multiverse believe that Xernaia isn’t an actual true dragon, but a fiend who can regenerate wounds like a troll, and has the power to enslave or dominate elementals and undead creatures to her malicious will. While others think she was once a dragon god of another name, who tried to claim Asgorath’s power as her own and suffered from it by her own hubris, but some say she was betrayed by one of her yonger siblings within the Draconic Pantheon, before cast into the void until being found and freed from her imprisonment by the Tenebris Crusade. Now in the present, still redused of the status she once had, Xernaia now tries to achive goals, some of which aren't well known across the multiverse except for her and her followers. Experimenting on some of her loyal followers, while creating new spells or breeds of dragons, and forming fragile alliances with various factions across realities, such as the Githyanki, Githzerai, and a species of Gith living in the world of Unithéra.

Relations with the Draconians and her followers.
Some scholars believe that Xernaia was the first to succesfully create the first Draconians, also known as Dragonkin or Draconids on other worlds except for Krynn, mostly due to them being part of her followers and that she often taking the form of a large draconic male humanoid with cat-like eyes, greyish-purple skin and dark grey hair, when ever conversing with her followers.

Most that follow Xernaia are draconic creatures of either True, Lesser, or related to the Dragons by blood. Most of the True Dragons, such as the Metallic, Chromatic, Gem, Ferrous, or Oriental Dragons chose to follow her due to her true heritage or by dissolution of the gods they once served, while Lesser Dragons and blood related creatures follow her out the feeling of protection and comfort that Xernaia offers. One of these followers, Íthkorak the Eternal Guardian, is one Xernaia’s seacond in command and the only consort she has, claimed to be one of the first Dracolich with the same abilities as a regular lich, and the guardian her true lair in Limbo while she’s away in one of her many lesser lairs on the material plane.

Relations with the Queen of Dragons.
There have been sightings of skirmishes between Xernaia's followers and the followers of Tiamat, most often leading to either a stalemate or annialation on one of them. No one is clearly sure as to why such fights happens, but some, such as the followers of Bahamut, are glad to know such fights are occuring, and hopes that it will weaken or thwart any plan Tiamat or her followers have.

Lair and Lair Actions

Xernaia’s Lair

Xernaia’s lairs are often temporary when she arrives in the material plane and can be in high mountains, hills, near costal regions, or within the deep halls of abandoned mines and humanoid strongholds. Caves that are near areas that have suffered mass death are the most highly prized by Xernaia, letting her create a temporary lair and allowing her to summon undead monsters, if her followers haven't gathered to her location, making them her first line of defence to hinder, stall, or kill any intruders from reaching their mistress and her hoard that is made out of scrolls, books, and parchment.

Once her hoard well protected deep within the lair, Xernaia spends as much of her time outside the lair as in it. For her, studying the actions caused by either her draconic kin or the mortals that live in the world is the way to gain the knowledge and power for her one of her goals, which is to restore the lost draconic heritage and bring her wrath towards any  creature who has harmed the dragons in the past.

Throughout the lair complex, undead servants erect monuments to Xernaia's power at the behest of her followers, telling the grim story of her life, the enemies she has slain across the multiverse, and the world she has annihilated during her time serving the Tenebris Crusade.

Lair Actions

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

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around Xernaia. Each creature other than Xernaia on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Toxic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

The region containing Xernaia’s lair is warped by a mixture of draconic, elemental, and necromantic magic, which creates one or more of the following effects:

  • Minor undead incursions are common within 6 miles of Xernaia’s lair.
  • Malformed experiments, Draconians, Dragonborn cultists, Half-Dragons, and lesser dragons will lurk within 1 mile of her lair.
  • Rocky fissures within 1 mile of Xernaia’s lair form portals to the Elemental Plane of Earth, Air, Fire, and Water, the Nine Hells, and the Abyss, allowing creatures that reside in those planes easy access into the world to dwell nearby.

If Xernaia is defeated or leaves, these effects fade over the course of 1d10 days.

Habitat: CoastalHillMountainPlanar (Limbo)

Treasure:  Arcana Relics

SkySlug284

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