Medium Humanoid, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 285 (30d10 + 120)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
22 (+6)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws CON +10, INT +12, WIS +10, CHA +10
Skills Arcana +12, Deception +10, Perception +10
Damage Resistances Psychic, Damage from Spells
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Incapacitated, Stunned
Senses Darkvision 120 ft., Passive Perception 20
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aura of Undeath. While within 30 feet of Xenith, allied Undead creatures cannot drop below 1 Hit Point.

Fragmented Soul. When Xenith would be damaged while one of his Lieutenants are within 120 feet, he instead takes no damage and it is split between available targets. Additionally, while at least one Lieutenant is within that range, Xenith has advantage on all saving throws.

Legendary Resistance (3/day). If Xenith fails a saving throw, he can choose to succeed instead.

Spellcasting. Xenith is an 18th-level wizard. His casting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He can cast gift of alacrity and fortune's favor at will and has the following spells prepared:

Cantrips (at will): chill touch, friends, mind sliver, minor illusion, toll the dead

1st level (4 slots): magnify gravity, shield

2nd level (3 slots): arcane vigor, invisibility, see invisibility

3rd level (3 slots): counterspell, fly, lightning bolt, slow

4th level (3 slots): blight, gravity sinkhole, resilient sphere

5th level (3 slots): arcane hand, dominate person, steel wind strike, temporal shunt

6th level (1 slot): contingency, disintegrate, gravity fissure

7th level (1 slot): finger of death, tether essence

8th level (1 slot): abi-dalzim's horrid wilting

9th level (1 slot): power word: kill

Unending Vitality. Xenith regains 30 Hit Points at the start of his turn if he has at least 1 Hit Point.

Actions

Multiattack. Xenith uses Frightful Presence and attacks twice with Ruin's Razor. Alternatively, he makes one attack with Ruin's Razor and uses Siphon Essence.

Frightful Presence. Each creature of Xenith's choice that is within 120 feet of him and aware of him must succeed 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 the creature's saving throw is successful or the effect ends for it, the creature is immune to Xenith's Frightful Presence for the next 24 hours.

Ruin's Razor. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) slashing damage plus 7 (2d6) necrotic damage.

Siphon Essence. Xenith touches one living creature within 5 feet of him, attempting to drain the life from their body. The target must make a DC 18 Constitution saving throw or take 21 (6d6) necrotic damage. Xenith then heals for half of the damage dealt.

Bonus Actions

Grim Fortitude. Xenith expends a spell slot of 1st level or higher. All undead creatures within 30 feet of him gain temporary hit points equal to 5 times the level of the slot expended.

Shadow Step. Xenith teleports up to 30 feet to an unoccupied space that he can see that is at least lightly obscured.

Legendary Actions

Xenith 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 Emperor regains spent legendary actions at the start of his turn.

Cantrip. Xenith casts a cantrip.

Command Undead. Xenith commands one Undead ally within 60 feet, allowing them to use their reaction to move up to their speed and make a melee attack against a target of their choice.

Tether Vitality. Xenith targets one creature within 30 feet, connecting to it with a tendril of negative energy. Whenever he takes damage, the target must make a DC 18 Constitution saving throw. On a failed save Xenith takes half the damage (rounded down), and the target magically suffers the remaining damage. The tether lasts until the target succeeds the Constitution saving throw.

Cast a Spell (Costs 2 Actions). Xenith casts a spell with a casting time with one action.

Lair and Lair Actions

The Emperor's Lair

The Emperor resides in the ancient decrepit castle known as Ruin's Eclipse, in the heart of the City of Ghosts. The dark iron and stone castle is home to a host of undead monstrosities left over from the Divine Clash, perilous traps, and deadly secrets. A select few areas have been cleared away of danger by powerful Archmages and Councilors, though Blood Wards and dark magic prevents deeper access.

Lair Actions. On initiative count 20 (losing initiative ties), the Emperor can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Crimson Wards. The Emperor conjures up to three powerful yet unstable arcane Blood Wards on the map. Each Ward creates a line up to 60 feet long and 5 feet wide, though cannot target any area with a creature in it. Any creature not allied to the Emperor that enters the Blood Ward's space for the first time or ends their turn in it takes 22 (4d10) true damage. These wards last until initiative count 20 of the next round.
  • Harness the Leyline. The Emperor draws on the latent arcane energy suffusing his domain, rolling a d8. He then regains a spell slot of that level or lower. Alternatively, he can choose to forgo the spell slot to instead gain half the number rolled as a bonus to his Spell Save DC and Spell Attack bonus. This bonus lasts until initiative count 20 of the next round.
  • Strength of the Grave. The Emperor shields all undead creatures from harm within a 30-foot radius sphere centered on a point he chooses within 120 feet. Each undead creature within that sphere gains resistance to bludgeoning, piercing, and slashing damage until initiative count 20 of the next round.

Regional Effects. The region containing the Emperor's lair is warped by his magic, which creates one or more of the following effects:

  • The area within the lair carries a heavy darkness with it, dimming all magical and non-magical light by half the range.
  • As Ruin's Eclipse is centered on an Arcane Leyline, previously dormant magical traps set by the Emperor cannot be permanently undone and are constantly empowered. A dispel magic effect can temporarily render them inactive, however, for an hour.
  • Undead creatures within the castle magically rejuvenate with full Hit Points at sundown each night.
  • When a living creature attempts to take a short rest in the castle, they must make a DC 15 Wisdom saving throw or succumb to the draining nature of the castle. The DM determines one of their six ability scores (rolling randomly), and they suffer disadvantage on ability checks that use the selected stat until they complete a long rest. If they attempt to take a long rest, the DC increases to 18 and instead suffer disadvantage on ability checks, attack rolls, and saving throws that use the selected stat.

If the Emperor dies, these effects fade over the course of 3d10 days.

Monster Tags: NPC

CollinTheViolin

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