Medium Aberration (Fiend), Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 130 (17d8 + 51)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +7
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Frightened
Senses Darkvision 120 ft., Passive Perception 19
Languages Deep Speech, Telepathy 120 ft., Undercommon Common, Deep Speech, Infernal, Telepathy 120ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Armor Class: 15 (natural armor)
Hit Points: 130 (17d8 + 51)
Speed: 30 ft.

STR: 11 (+0)
DEX: 14 (+2)
CON: 16 (+3)
INT: 19 (+4)
WIS: 17 (+3)
CHA: 17 (+3)

Saving Throws: INT +7, WIS +6, CHA +6
Skills: Arcana +12, History +12, Perception +9
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities: Fire, Poison
Condition Immunities: Frightened
Senses: Darkvision 120 ft., passive Perception 19
Languages: Common, Deep Speech, Infernal, Telepathy 120 ft.

Infernal Powers:

  • Infernal Flame: Xanatharix can cast fireball as a 5th-level spell once per day, representing his infernal enhancement. The flame appears black and absorbs light.
  • Hellish Command: Once per day, Xanatharix can summon 1d4+1 Lemures or 1 Bearded Devil to fight alongside him for up to 1 hour or until they are dismissed or slain. Summoned creatures disappear when the spell ends.

Spellcasting:
Xanatharix is a 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared:

  • Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost
  • 1st level (4 slots): Detect Magic, Shield, Magic Missile
  • 2nd level (3 slots): Darkness, Hold Person
  • 3rd level (3 slots): Counterspell, Fireball (in addition to Infernal Flame), Dispel Magic
  • 4th level (3 slots): Dimension Door, Black Tentacles
  • 5th level (2 slots): Dominate Person, Telekinesis
  • 6th level (1 slot): Mass Suggestion
  • 7th level (1 slot): Finger of Death

Actions:

  • Mind Blast (Recharge 5–6): Emits psychic energy in a 60-foot cone. Each creature in the area must succeed on a DC 15 Intelligence saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with success ending the effect.
  • Tentacle Attack: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 INT saving throw or be stunned until the grapple ends.
Actions

Actions:

  • Mind Blast (Recharge 5–6): Emits psychic energy in a 60-foot cone. Each creature in the area must succeed on a DC 15 Intelligence saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with success ending the effect.
  • Tentacle Attack: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 INT saving throw or be stunned until the grapple ends.
Legendary Actions

Legendary Actions:
Xanatharix can take 2 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. Xanatharix regains spent legendary actions at the start of its turn.

  • Cast a Spell (Costs 2 Actions): Xanatharix can cast one of his spells, using the appropriate spell slot.
  • Tentacle Attack: Xanatharix makes one tentacle attack.

Monster Tags: Mind Flayer

Habitat: Underdark

Hempen

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