Antimagic Cone. Xanathar's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of his turns, Xanathar decides which way the cone faces and whether the cone is active or not. The area works agains the beholders own eye rays.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 14 (4d6) piercing damage.
Eyestock Beams. Xanathar shoots a beam out of one of their eyestocks at random (reroll duplicates). Xanathar chooses 3 targets that he can see within 120 ft:
1. Lover's Beam: The targeted creature must succeed on ad DC 17 Wisdom saving throw or be charmed by Xanathar for 1 hour, or until Xanathar harms the creature.
2. Freeze Beam: The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed in a block of ice for 1 minute. The Target can repeat the saving thow at the end of each of their turns, ending the effect on a success.
3. Fear Beam: The targeted must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Beam: The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the creature is under the slowed condition for 1 minute. The target creature's speed is halved, attacks against them have advantavge, and Dexterity saving throws are at disadvantage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Necrotic Beam: The targeted creature must make a DC 17 Constitution saving throw. On a failure the target takes 36 (8d8) necrotic damage, or half as much on a success.
6. Telekenisis Beam: If the target is a creature, it must succeed on a DC 17 Stregnth saving throw or Xanathar moves them up to 30 feet in any direction. They are restrained by the beam until the start of Xanathar's next turn or until he is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Xanathar can also exert fine control on objecst with this beam such as manipulating a tool or opening a door or container.
7. ZZZ Beam: The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This beam has no effect on constructs and undead.
8. Stone Beam: The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Beam: If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this beam disintegrates a 10-foot cube of it.
10. Death Ray: The The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the beam reduces it to 0 hit point.
Shield. Xanathar can cast shield twice a day as a reaction.
Xanathar can take 3 legendary action, using the Eyestock Beams. He can only take one legendary action at at time and only at the end of the other creature's turn. He gains spent legendary actions at the start of his turn.
Eyestock Beams. Xanathar shoots off one random beam.
Lair and Lair Actions
Xanathar the Xanathar's Lair
Xanathar the Xanathar's lair is located far below the city of Waterdeep, deeper than the sewer system even.
Lair Actions
When fighting inside the lair Xanathar can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Xanathar can take one lair action to cause one of the following effects:
- A 50-foot square area of ground within 120 feet of Xanathar becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- All of the walls within the lair sprout grasping appendages until initiative count 20 on the round after next. Each creature Xanathar's choice that starts its turn within 20 feet of such a wall must succeed on a DC 14 Dexterity saving throw or be grappled. Escaping requires a successful DC 14 Strength (Athletics) or Dexterity (Acrobatics) check.
- An eye opens on a solid surface within 60 feet of Xanathar. One random eyestock beam effect shoots from that eye at a target of the Xanathar's choice that it can see. The eye sticks around and will now go off on initative count of 20.
- The entire room starts to emit acid rain. Each creature inside the chamber must make a DC 12 Constitution saving throw or take 6 (2d6) acid damage every round they start their turn in the the acid rain, taking half as much on a success. Hiding under stone or metal allows a creature to escape the rain. Once a creature saves, they are immune to the acid damage from the rain for the next hour. Once the rian is triggered it lasts for 1d4 hours.
Each of these lair actions happens in order and they stack. They do not go away they just keep stacking making the encounter more and more difficult each round. You can choose to run these one at a time to make the encounter easier, or just ignore the lair actions altogether.







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