Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire 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 the dragon’s choice that is within 120 feet of the dragon 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 dragon’s Frightful Presence for the next 24 hours.
Fire Breath (Recharge 4–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a 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.
Description
Xeraxus, The Flying Inferno, King of the Great Wyrms- An ancient multicolored dragon that has been gifted (or cursed) with an abnormally long life span due to being the son of Quetzalcoatl and a red dragon named Endra, The Illustrious Inferno. A mighty dragonness in her own right, and the granddaughter of Naga. This divine lineage has also caused him to grow to the size of a large hill. He has several lairs. One being in the deepest part of the Keenark Desert; deep under the sand, on a volcanic island close to The Forge and a final one in an underwater cave under an island surrounded by whirlpools in the Charybdis Pass.
Lair and Lair Actions
The Lair Of Xeraxus The Flying Inferno, King of the Great Wyrms
Desert Lair
Xeraxus roost deep under the Wild Sands. In the unlikely event adventurers find their way into Xeraxus lair they will be caught in a labyrinth of winding sandy tunnels.
Xeraxus has memorized the placement of each tunnel in its lair, like a map in its mind, and can use that to its advantage. Xeraxus burrows around one of the tunnels, or low ceiling areas and damages the weak sand in the cavern. Each creature within 20 feet of the dragon must make a DC 15 Dexterity Saving Throw or take 14 (4d6) bludgeoning damage from falling sand.
Volcanic Island Lair
On initiative count 20 (losing initiative ties), Xeraxus takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground Xeraxus 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 the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic 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.
Oceanic Lair
On initiative count 20 (losing initiative ties), Xeraxus takes a lair action to cause one of the following effects; Xeraxus can’t use the same effect two rounds in a row:
- Xeraxus can summon one creature that lives in the sea that is CR 2 or less to a space within 60 feet of it. This creature is loyal to the imperial sea dragon and will do anything to defend it.
- Xeraxus can cause the currents in its lair to push up to 4 creatures 60 feet away from the spaces they started in. These creatures must succeed a DC 19 Strength saving throw to avoid being forcefully moved like this.
- Xeraxus can cause a 10 foot radius area of water to become electrified. Creatures in the area must succeed a DC 19 Dexterity saving throw or take 7 (2d6) lightning damage.
Previous Versions
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11/30/2023 12:00:24 AM
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Coming Soon
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