Huge Monstrosity, Neutral Evil
Armor Class 20 (natural armor)
Hit Points 275 (24d20 + 35)
Speed 40 ft., Fly 40 ft., Swim 40 ft., Burrow 40 ft., Climb 60 ft.
STR
28 (+9)
DEX
18 (+4)
CON
28 (+9)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +17, DEX +12, CON +17, CHA +12
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Poisoned, Prone
Senses Blindsight 120 ft., Darkvision 180 ft., Passive Perception 24
Languages All
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Amphibious. Xarina can breathe air and water.

Legendary Resistance (4/Day). If Xarina fails a saving throw, it can choose to succeed instead.

Regeneration. At the beginning of Xarina’s turn, as long as she has at least 1 hit point she regains 25 hit points.

Spellcasting. Xarina’s spellcasting ability is Charisma (spell save DC 20, +14 to hit with spell attacks). Xarina has the following spells prepared:

Cantrips (at will): mage hand, chill touch, ray of frost

1st level (4 slots): detect magic, magic missle, shield, thunderwave

2nd level (4 slots): acid arrow, detect thoughts, invisibility, mirror image, crown of madness

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (2 slots): disintegrate, globe of invulnerability 

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): wish

Actions

Multiattack. Xarina makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +16 to hit; on hit target takes 1d8+4 piercing damage. Target then makes a DC 16 con save, taking 1d8+4 poison damage and becoming paralyzed until the end of their next turn. On a successful save, target takes half poison damage and is not paralyzed.

Claw. Melee Weapon Attack: +16 to hit; on hit target takes 1d8+4 piercing damage and is grappled. Xarina can grapple up to two huge or smaller creatures at a time, one in each claw. Target then makes a DC 16 con save, taking 1d8+4 poison damage and becoming paralyzed until the end of their next turn. On a successful save, target takes half damage and is not paralyzed.

Tail. Melee Weapon Attack: +16 to hit; on hit target takes 1d8+4 piercing damage. Target then makes a DC 16 con save, taking 1d8+4 poison damage and becoming paralyzed until the end of their next turn. On a successful save, target takes half damage and is not paralyzed.

 

Poison Spray. (Recharge 5-6) Xarina releases venemous spines in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 12d8 poison damage on a failed save, or half as much damage on a successful one.

 

Bonus Actions

Shapeshift. Xarina changes shape, transforming into a monstrosity of CR 6 or lower. Xarina can also use her bonus action to transform directly from one monstrous form to another in addition to using it to dismiss a monstrous form. Xarina may not cast spells above 4th level while in a monstrous form.

Legendary Actions

Xarina 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. Xarina regains spent legendary actions at the start of its turn.

Melee attack. Xarina makes a melee attack

Spellcasting (uses 3 actions). Xarina casts a spell at 6th level or lower

Shapeshift (Uses 2 actions).

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Xarina takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:

  • Xarina stomps its feet and lets out a mighty roar, making the earth within a 60 foot radius of her quake. Stones begin to fall on all creatures within range and they must succeed in a DC 18 dexterity saving throw, taking 4d6 bludgeoning damage and being knocked prone in a failed save, or taking half damage and maintaining their footing on a success.
  • Xarina calls forth allies, summoning any number of monstrosities that add up to a total challenge rating of 1
  • The fighting within the lair causes the ground to become unstable. Every creature within a 30 foot radius of Xarina must make a DC18 saving throw, sinking into the ground and being restrained until the end of their next turn on a failed save.
  • Xarina rolls a d8 and regains a spell slot of that level or lower. If she has no expended spell slot of that level or lower, nothing happens.

Habitat: ForestGrassland

garythecursed

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