Huge Fiend (Demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 283 (21d12 + 147)
Speed 35 ft., fly 70 ft.
STR
24 (+7)
DEX
15 (+2)
CON
24 (+7)
INT
21 (+5)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws STR +13, CON +13, INT +11, WIS +10, CHA +11
Skills Deception +17, Insight +10, Perception +7
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 140 ft., Truesight 30 ft., Passive Perception 17
Languages Abyssal, Infernal, Telepathy 120 ft. Understands Common but can't speak it
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Darxktheolith Tag. The Zxjuaytheo has the "(darxktheolith)" creature subtype, which acts the same way it would affect a creature than any other creature subtype.

Abyssal Void Resistance. The Zxjuaytheo has advantage on saving throws against being stunned, knocked prone, frightened and incapacitated.

Magic Resistance. The Zxjuaytheo has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Zxjuaytheo's melee attacks are considered magical.

Charge. If the Zxjuaytheo moves at least 20 feet toward a creature before making a Gore attack against that creature, on a hit, the creature takes an additional 7 (2d6) piercing damage and must succeed on a DC 16 Strength saving throw or be knocked prone.

Aura of Draining Despair. At the end of the turns of each creature hostile to the Zxjuaytheo that is within 60 feet of it, that creature must succeed on a DC 21 Charisma saving throw or be afflicted with Shadowfell Despair (see DM's Guide for details). Additionally, creatures afflicted with Shadowfell Despair in this way cannot gain life except via spells of 9th level or higher or similar magical effects.

Despairing Festering. At the end of each of the Zxjuaytheo's turns, if any targets hostile to it took damage this round, they take necrotic damage equal to the amount of damage they took. This necrotic damage can be resisted but targets cannot be immune to it.

Actions

Multiattack. The zxjuaytheo makes three attacks: one with its bite or Gore, one with its claw, and one with its chain whip.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage + 10 (3d6) necrotic damage and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on saving throws against magical effects until the end of the Zxjuaytheo's next turn.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage + 6 (1d12) necrotic damage. The Zxjuaytheo can choose to deal no damage and instead grapple the target (escape DC 18) if the target is Large or smaller. The Zxjuaytheo can grapple only one creature at a time.

Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) piercing damage + 7 (2d6) necrotic or force damage (Zxjuaytheo's choice).

+1 Chain-Whip. Melee Weapon Attack: +14 to hit, reach 25 ft., up to two targets each within 5 ft of each other. Hit: 21 (3d8 + 8) slashing damage + 14 (2d12 + 1) necrotic damage and the target must succeed on a DC 20 Constitution saving throw or have disadvantage on Will saving throws and be cursed as if the bestow curse spell (Zxjuaytheo chooses which curse affect) for 1 minute.

Breath of Hopelessness (Recharge 5-6). The Zxjuaytheo exhales screaming lime-green gas and flames in a 50-foot cone. Each creature in that area must make a DC 21 Constitution, Dexterity, or Charisma saving throw (creature's choice), taking 58 (9d12) necrotic damage +11 (2d10) psychic damage, have disadvantage on Will saving throws, and be cursed as if the bestow curse spell (Zxjuaytheo chooses which curse affect) for 1 minute on a failure, or half as much damage and only have disadvantage on Will saving throws until the end of the Zxjuaytheo's next turn on a success.

Spellcasting. The wuyezlttheo's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The wuyezlttheo can innately cast the following spells, requiring no material components:

At will: darkness, inflict wounds (as 3rd level spell), animate dead, alone, bane, blindness/deafness, cause fear, major image

2/day each: dominate person, chain madness, fiendish brand

Bonus Actions

Teleport. The Zxjuaytheo, along with all items it is wearing or carrying and up to one creature it is grappling, teleports to an unoccupied space it can see within 180 feet of it.

Description

Darxktheoliths are incredibly powerful fiends are what the people of MTG consider normal demons, but they are something else entirely. They live in the Howling Void, a blackened realm beneath the normal 666 layers of the Abyss, where the Darxktheoliths lurk in semi-spiritual forms. However, once these creatures are summoned to another plane of existence that isn’t the Abyss, they take on a fully physical form and do whatever the hell they want. Just like demons and devils that are the result of mainly humanoid souls being condemned to the depths of the Abyss or Nine Hells, darxktheoliths are the result of certain souls being transformed. More specifically, when a semi-immortal being (such as a celestial, certain monstrosities, extremely long-lived undead like a lich, or a long-lived dragon) finally dies that is extremely chaotically evil, its soul heads to be transferred to one of the Lower Planes. While most of these souls end up in other Lower Planes and become empowered fiends or something similar, those that end up in the deepest depths of the Abyss have their souls slowly and entirely consumed by the all-invading darkness, plunging the soul into madness and transforming them into a being of pure evil, aka a darxktheolith. Darxktheoliths have no interest in the matters of the Blood War or of any other planar conflict. Instead, they simply observe the ensuing chaos as entertainment for themselves when they get bored, and due to their status as being higher in power than pretty much all other fiends, they tend to influence the war in more ways than one. 

Zxjuaytheos are some of the most abhorrent and malevolent of all darxtheoliths, and are shunned by most darxtheoliths except the powerful Voidlords. This is because these fiends do whatever they can to inflict despair and suffering on whatever they come into contact with, as to them, seeing the most innocent and helpless be made even lower by themselves is a joy to see. This love of inflicting self-suffering is spread even to other darxtheoliths, as Zxjuaytheos, while in the Howling Void, will often capture fiendish newcomers to the plane and give them a tour of the place by torturing them endlessly with their own thoughts and wretched desires. Zxjuaytheos absolutely despise the existence of any sort of joy that isn't their own, and when summoned to the Material Plane, they attempt to corrupt the most hopeful and joyful into self-hating wretches of their former selves, basically draining them of any joy what so ever. Because of this, these fiends have a extremely negative view on philosophies that include views of self-suffering and using it to improve oneself, such as stoicism, as they believe that self-suffering should be used as a tool of corruption and destruction, not a source of gratefulness of all things. Stoics and similar philosophers must be constantly be on their toes if they wish to survive with their sanity intact while a Zxjuaytheo is around. The depraved power of a Zxjuaytheo conjures itself in the form of the fiends terrifying appearance, with ashen skin, glowing green mouth, horns, chest, and eyes, and with wings made out of scorched leather. One of the fiend's more mysterious features is a circle of glowing green abyssal runes that is tattoed to the creature's chest. No one knows why they have such a mark, other than the fiends seem sensitive about it and anything (even objects) that touches the area of skin around the mark will be swiftly annihilated by the darxtheolith's wrath. In order to spread their scourge across the multiverse, these fiends have surprisingly long, double pronged chain-whips that have a giant scythe on the end of each prong that seems to constantly drip with blood, ichor, or a similar material. Additionally, these fiends have the ability to exhale malevolent energy that can be focused by the fiend into certain areas to affect specific creatures. Those cut by the fiend's weapon or have their flesh touched by the fiend's breath are cursed with the effect of the Zxjuaytheo's inner rage to reduce everything around it to corrupted husks of spirit that barely have the will to live. In appearance, they look exactly like the Archfiend of Despair Magic: The Gathering card.

Dragonekillax2

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