Armor Class 18 Natural Armor
Hit Points 189 (18d10 + 90)
Speed
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +7, CON +10, WIS +6, CHA +8
Damage Resistances All
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 19
Languages Common, Draconic, telepathy 60 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Shadow Meld. Xaraxath can move through dim light or darkness as though it were difficult terrain. While in dim light or darkness, it has resistance to all damage except force and radiant.

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

Magic Resistance. Xaraxath has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in direct sunlight, Xaraxath has disadvantage on attack rolls and Perception checks that rely on sight

Actions

Actions

Multiattack. Xaraxath makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 6) piercing damage plus 7 (2d6) necrotic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 6) slashing damage.

Breath Weapon (Recharge 5–6). Xaraxath exhales a shadowy cone of fire and necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 54 (12d8) damage on a failed save, or half as much on a successful one. Half of this damage is fire, and half is necrotic.

Dragon’s Fear (Recharge 5–6). Xaraxath releases a burst of shadow energy in a 30-foot radius. Each creature of its choice in the area must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Legendary Actions

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

Tail Attack. Xaraxath makes a tail attack. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 6) bludgeoning damage.

Wing Flap (Costs 2 Actions). Xaraxath beats its wings. Each creature within 10 feet of it must succeed on a DC 17 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Xaraxath can then fly up to half its flying speed without provoking opportunity attacks.

Shadow Dive (Costs 3 Actions). Xaraxath melds into the shadows, teleporting to an unoccupied space within 60 feet that is in dim light or darkness. Each creature adjacent to its departure point must succeed on a DC 15 Constitution saving throw or take 9 (2d8) necrotic damage.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ForestMountainSwamp

ArnHoff

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