Legendary Resistance (3/Day). If the xeno'jiiva fails a saving throw, it can choose to succeed instead.
Magic Resistance. The xeno'jiiva has advantage on saving throws against spells and other magical effects.
Multiattack. The xeno'jiiva can use its frightful presence. It then makes three Bite attacks and two Claw attacks. Or it makes three Blue Flame attacks.
Bite. Melee Weapon Attack: d20+15 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the xeno'jiiva can't bite another target.
Blue Flames. Ranged Weapon Attack. d20+8 to hit, range 80/320 ft., one target. Hit: 36 (8d8) fire damage.
Claw. Melee Weapon Attack. d20+15 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.
Tail. Melee Weapon Attack. d20+15 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Frightful Presence. Each creature of the xeno'jiiva choice that is within 120 feet of the xeno'jiiva and aware of it must succeed on a DC 18 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 xeno'jiiva's Frightful Presence for the next 24 hours.
Swallow. The xeno'jiiva makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the xeno'jiiva, and it takes 38 (11d6) acid damage at the start of each of the xeno'jiiva's turns. If the xeno'jiiva takes 50 damage or more on a single turn from a creature inside it, the xeno'jiiva must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the xeno'jiiva. If the xeno'jiiva dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Fire breath (Recharge 5-6). The xeno'jiiva exhales a beam of blue fire in a 120-foot line that is 10-feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 77 (14d10) fire damage on a failed save, or half as much damage on a successful one.
The xeno'jiiva 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 xeno'jiiva regains spent legendary actions at the start of its turn.
Detect. The xeno'jiiva makes a Wisdom (Perception) check.
Tail Attack. The xeno'jiiva makes a Tail attack.
Chomp (Costs 2 Actions). The xeno'jiiva makes one bite attack or uses its Swallow.
Wing Attack (Costs 2 Actions). The xeno'jiiva beats its wings. Each creature within 15 feet of the xeno'jiiva must succeed on a DC 23 Dexterity saving throw or take 25 (4d8 + 7) bludgeoning damage and be knocked prone. The xeno'jiiva can then fly up to half its flying speed.
Description
Xeno'jiiva is a large dragon with an otherworldly appearance. It has two eyes and six orange glowing spots running up the length of its horns. Parts of its body glow ethereal blue, making its skin appear crystalline and translucent. Its wings are frayed at the edge of the membrane and are grayish-blue in color.
Little is known about Xeno'jiiva since it is an entirely new species of Elder Dragon unknown to the Guild. The Third Fleet Master proposes that Xeno'jiiva might be a creature that needs to consume the energies of other lifeforms to grow. Although she admits that it might've been a coincidence that Xeno'jiiva wounded up thriving in the Elder's Recess, she doesn't believe in coincidence.
It is unknown whether Xeno'jiiva is the cause of the Elder Crossing, or if the New World was already a graveyard for dragons and Xeno'jiiva was merely exploiting the resident energies of the land. Either way, it incubated in the bioenergy and craved more, using some sort of pheromone to draw more Elders across the sea.
From its wings being folded up tightly in its cocoon, they aren't yet fully functional, meaning Xeno'jiiva can't immediately fly upon emergence. Once energy has flowed into its wings, it's capable of flight. It has five fingers on its hands and four toes on its feet, both ending in razor-sharp claws. It uses its hands to attack enemies, cleaving flesh right off the bone, while it can stand upright for short periods by using its rear legs. Xeno'jiiva is often called the "Dark Light Dragon" from a red glowing organ inside of its chest. This heat organ distributes large amounts of energy to Xeno'jiiva's arms, tail, and head to amplify its strength. By concentrating its energy in those parts of its body, Xeno'jiiva can release mounds of it all at once when it attacks. Its energy is most concentrated in its head. Instead of destructive explosions







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