Hourglass. Zyxenplits holds a 1-minute hourglass in one of his hands. Each time the sand runs out a random hostile monster, encounter, NPC, or effect from the player's adventures appears
Multiact. Zyxenplits uses Mirror, Die Roll, Balloon, and Magnify/Diminish once each
Mirror. The next time Zyxenplits is damaged by a spell, effect, ability, or attack he takes half that damage instead and deals the damage that is prevented back to its source unless they succeed on a DC 19 Dexterity saving throw
Die Roll. Zyxenplits rolls his D20 causing an effect from the Sorcerer's wild magic table to occur. Each effect occurs only once
Balloon. Zyxenplits summons 1d6 friendly Balloon animals that are hostile to the players
Magnify/Diminish. Zyxenplits chooses a creature within 60ft of him that creature must make a DC 19 saving throw for a stat of Zyxenplits' choice or have that stat reduced by 2 and the opposing stat increased by 2 (STR/DEX) (WIS/INT) (CHA/CON)
Legendary Action Uses: 4. Immediately after another creature's turn , Zyxenplits can expend a use to take one of the following actions. Zyxenplits regains all expended uses at the start of each its turns. Each Legendary action can be used only once per round.
Mirror. (1 Action) Zyxenplits takes the Mirror action
Die Roll. (1 Action) Zyxenplits takes the Die Roll action
Balloon. (1 Action) Zyxenplits summons 1d3 friendly Balloon Animals that are hostile to the players
Magnify/Diminish. (1 Action) Zyxenplits takes the Magnify/Diminish Action
Lair and Lair Actions
Zyxenplits' Lair is in the layout of a 3x3x3 Rubik's cube with every color representing a different terrain type e.g. blue is an ocean. Each square is 60' by 60'
Lair Actions
On initiative count 30 (winning initiative ties), Zyxenplits takes a lair action to get one step closer to solving the Rubik's cube (I recommend using a Rubik's cube solver) causing the terrain to shift
- Zyxenplits spins one section of the Rubik's cube in his hand and the lair's terrain shifts in accordance with it. Every creature in any moving sections must make a DC 19 Dex Save or fall prone and be subject to the old terrains effect again.
Terrain types
Blue = Ocean: Any creature in this square is fully submerged in water and must make a DC 16 Con save at the beginning of each of their turns or be blinded until the end of their turn
Red = Volcano: Any time any effect causes Thunder, or Force damage all creatures in this and any adjacent squares must make a DC 16 Dex save taking 3d8 Bludgeoning damage on a failure or half as much damage on a success
Orange = Field of Grain: If any fire damage is caused in this terrain it causes the entire square to catch fire dealing damage equal to the triggering effect to all creatures in the square
White = Snowy: This square is considered difficult terrain and is Heavily obscured. Any creatures in this square must make a DC 16 Wis save or be frightened by strange shapes in the storm
Yellow = Dessert: Any creature that moves more than 15 ft in one turn in this square must make a DC 16 Str save or gain the restrained condition
Green = Overgrown: Any creature in this square has partial cover but must make a DC 16 Int Save at the beginning of each of their turns or gain the poisoned condition







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