Medium Fiend (Demon), Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 304 (32d8 + 160)
Speed 50 ft.
STR
16 (+3)
DEX
24 (+7)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +13, CON +11, WIS +9, CHA +11
Skills Acrobatics +13, Intimidation +12, Perception +9, Stealth +13
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 19
Languages Abyssal, Common, Common, Infernal, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Darkin Resilience. Xolaani regains 20 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight.

Blood Magic Infusion. Xolaani’s sickle attacks deal an additional 1d8 necrotic damage, and when she reduces a creature to 0 hit points, she gains 10 temporary hit points.

Evasion. When Xolaani is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Legendary Resistance (3/Day). If Xolaani fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Xolaani makes three attacks with her Void-Touched Sickles.

Void-Touched Sickles. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 13 (1d10 + 7) slashing damage + 9 (2d8) necrotic damage.

Blood Nova (Recharge 5–6). Xolaani releases a pulse of blood magic in a 30-foot radius. Each creature in the area must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Xolaani regains hit points equal to half the damage dealt to all creatures.

Bonus Actions

Shadow Step. As a bonus action, Xolaani teleports up to 60 feet to an unoccupied space she can see. She has advantage on her first melee attack after using this ability.

Legendary Actions

Xolaani can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Xolaani regains spent legendary actions at the start of her turn.

Attack. Xolaani makes one sickle attack.

Shadow Dodge (Costs 2 Actions). Xolaani can move up to her speed without provoking opportunity attacks.

Soul Reap (Costs 3 Actions). Xolaani targets one creature she can see within 30 feet of her. The target must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) necrotic damage, and Xolaani regains hit points equal to half the damage dealt.

Lair and Lair Actions

When fighting in her lair, Xolaani can take lair actions. On initiative count 10 (losing initiative ties), she can use a lair action to cause one of the following effects:

  1. Blood Mist: A thick mist of blood fills a 30-foot radius around Xolaani. All creatures in the area (excluding Xolaani) must succeed on a DC 16 Constitution saving throw or be blinded until the start of their next turn.
  2. Darkin Awakening: A pool of blood seeps from the ground within 20 feet of Xolaani, summoning a blood phantom (AC 16, HP 45) that fights alongside her until destroyed or dismissed (bonus action).
  3. Siphon Vitality: Xolaani chooses up to three creatures within 60 feet. Each target must succeed on a DC 18 Constitution saving throw or take 12 (2d8 + 3) necrotic damage. Xolaani regains hit points equal to the total damage dealt.
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