Eternal. This creature may die in combat, only to rise at a later point in time. It will never cease to exist.
Ever Adapting. Due the nature of the creature, and the way it consumes energy, it constantly adapts to the energy it absorbs into its self. (For example: If it takes lightning damage, it becomes resistant to lightning and deals lightning based attacks on top of it's already absorbed attacks. After 3 attacks, it becomes immune.)
Supercharged. If Xeno takes 5 attacks or more of the same energy in less than 3 turns, it becomes supercharged with that energy and deals an extra 3d10 damage of that type with every attack for 3 turns or it can release a torrent of energy in a wave that extends out 30 feet from him, dealing 9d10 damage of that type.
Immense Pressure. Every Creature within 100 feet of Xeno feels the forceful presence of his mind pressing down on theirs. In lesser beings, it muddles their thoughts and causes confusion. May exert his pressure every 3 turns. Must pass a DC 16 Intelligence saving throw. If they fail they must roll a d4 to see how his presence affects them:
- Become confused and gain disadvantage on checks and saving throws for 2 turns
- Vision becomes muddled and gain disadvantage on attacks for 2 turns
- Attack the nearest ally to them, seeing them as an enemy for 1 turn
- Fall on their face prone, drooling dumbly for 1 turn
3 actions per turn.
Omni-beam. A beam of pure energy erupts out of its mouth in a 100 ft line, 10 feet thick. Deals Radiant energy before adapting to others. Deals 8d10 Radiant damage on hit. (recharge: 1 turn)
Gaia Wave. A 45 foot cone of energy comes out of the wings of the creature as he stretches them up and brings them down, dealing 6d8 Radiant damage on hit. Half damage if they pass DC 18 DEX saving throw. (recharge: 2 turns)
Primordial Scream. The great dragon opens its 2nd set of eyes and targets 3 creatures within 60 feet. They hear a primordial scream in their mind and must pass a DC 18 Wisdom saving throw or suffer 5d10 Psychic damage and fall to their knees in extreme pain. This enemy now takes an additional 1d6 of damage from now on for 1 day.(recharge: 3 turns)
Aurora: Xeno'jiiva opens his 3rd set of eyes and they begin to glow after 1 turn. On 2nd turn, swirling energy starts to emit from the dragon in a mile around him, covering everything it can. On the 3rd turn, every creature under 50 hp within a mile that the energy has touched dies immediately. If they are above 50 hp, they must make a DC 21 CON saving throw or suffer 10d10 Necrotic damage. (recharge: 4 turns)
Claw. On Hit: 2d10 slashing damage plus 1d6 energy damage.
Bite. On Hit: 3d8 piercing damage plus 1d8 energy damage.
Tail Swipe. On Hit: 3d8 bludgeoning damage plus must make a DC 15 CON saving throw to avoid 8 bleeding damage per turn for 3 turns.
Legendary Resistance (Costs 2 Actions). If Xeno'jiiva fails a saving throw, he may choose to pass instead. (recharge: 2 turns)
Description
Known in Legend as the Sapphire Star.
Lair and Lair Actions
Lair Actions
On initiative count 5 (losing initiative ties), Xeno'jiiva takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Summon arcs of lightning in three 20 foot circles. Each creature must make a DC 18 DEX saving throw to avoid being struck by lightning. Deals 3d8 lightning damage.
- Beams of light erupt from the ground in 3 different places. Each creature near the light must make a DC 18 DEX saving throw to avoid being burned by the light. Deals 3d8 Radiant damage.
- A huge earthquake shakes the earth, creating huge fissures in the ground and massive rocks to spurt from the ground. Each creature must make a DC 18 DEX saving throw to avoid either falling into a fissure or struck by earth. Deals 3d8 bludgeoning damage.
Regional Effects
The region containing Xeno's lair is subject to one or more of the following effects:
- The earth around him starts jutting out and growing huge blue crystals while he is absorbing energy and preparing for birth, some as big as 100 feet tall.
- Right before his birth, the planet may experience a period of time in which it is only encased in night with no moons and extremely bright stars. A single blue star is noticeable as the brightest in the sky and points towards his cocoon.
If Xeno dies, the crystals remain permanently but the day sky returns. The crystals can be used for almost limitless clean energy.







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