Medium Celestial (Time Raider), Neutral Evil
Armor Class 25 Natural Armor
Hit Points 550 (40d12)
Speed 40 ft., burrow 40 ft.
STR
26 (+8)
DEX
22 (+6)
CON
30 (+10)
INT
24 (+7)
WIS
26 (+8)
CHA
20 (+5)
Saving Throws STR +17, DEX +15, CON +19, INT +16, WIS +17, CHA +14
Damage Resistances Bludgeoning, Cold, Slashing; All
Damage Immunities Fire, Psychic
Condition Immunities Charmed, Frightened, Paralyzed
Senses Truesight 120 ft, Passive Perception 28
Languages All All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Divine Aura: Zitar emits an aura of sand and time. Creatures within 30 feet of Zitar have disadvantage on saving throws against being frightened, charmed, or paralyzed.

Temporal Mastery: Zitar can manipulate time. Once per day, he can cast "Time Stop" without using a spell slot or components.

Sand Form: Zitar can move through a space as narrow as 1 inch wide without squeezing. He can also occupy another creature’s space and vice versa.

Actions

Multiattack: Zitar makes three attacks with his Sandstorm Strike.

Sandstorm Strike: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (3d8 + 8) slashing damage plus 17 (5d6) radiant damage.

Temporal Blast (Recharge 5-6): Zitar releases a burst of temporal energy. Each creature in a 30-foot cone must make a DC 24 Constitution saving throw, taking 90 (20d8)
radiant damage and losing their next action on a failed save, or half as much damage and no action loss on a successful one.

 

Legendary Actions

Zitar 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. Zitar regains spent legendary actions at the start of his turn.

Divine Gaze: Zitar targets one creature he can see within 60 feet of him. The target must succeed on a DC 24 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sand Surge: Zitar moves up to his speed without provoking opportunity attacks.

Whisper of the Sands: Zitar speaks a divine command. Each creature within 30 feet of him must succeed on a DC 24 Charisma saving throw or be charmed by him for 1 minute. The charmed creature regards Zitar as a trusted ally and friend.

Description

 Zitar, known as the God of White Sands, is a malevolent deity worshipped by a small but dangerous sect on the Cavasia Islands. He is a god of desolation and despair, drawing his power from the suffering and fear of his followers. Zitar’s influence is most potent in arid, desert-like environments, where his presence can be felt in the shifting sands and relentless heat. Zitar is often depicted as a towering figure made entirely of white sand, with eyes that glow like burning embers. His form is constantly shifting, as if he is a living sandstorm. This ever-changing appearance symbolizes his unpredictable and destructive nature.

Lair and Lair Actions

The White Desert (Zitar's Lair)

The White Desert, Zitar's lair, is a vast and desolate expanse where the essence of desolation and despair is palpable. Stretching as far as the eye can see, the sands are bleached an eerie, almost luminescent white by the relentless, unforgiving sun. The air is dry and oppressive, sapping moisture and hope from all who enter.

The landscape is dotted with jagged rocks and ancient, petrified trees, their twisted forms standing as grim monuments to the barren wasteland. The ground is uneven, with shifting dunes that change shape and position with the slightest breeze, making navigation treacherous and disorienting.

In the heart of the White Desert lies the true lair of Zitar, where the sands themselves seem to move with a malevolent will. Here, the air is thick with a shimmering heat haze, distorting vision and creating mirages that lure the unwary deeper into the desert. The temperature fluctuates wildly, from scorching heat during the day to bone-chilling cold at night.

Zitar's presence permeates the environment, creating an aura of fear and hopelessness. The sands seem to whisper ancient curses, and the wind carries echoes of lost souls. The ground occasionally trembles with a low, ominous rumble, as if the desert itself is alive and watching.

Hidden beneath the surface are treacherous sinkholes and quicksand pits, ready to engulf those who tread too carelessly. The only landmarks are scattered ruins of long-forgotten civilizations, their crumbling structures half-buried in the sand, serving as a reminder of the desert's power to erase even the most enduring legacies.

In the center of this desolation stands Zitar's throne, a towering structure made entirely of white sand, constantly shifting and reshaping as if alive. It is here that Zitar's true form can be found, commanding the desert with an iron will, feeding on the fear and despair of all who dare to challenge him.

The White Desert is not just a physical location; it is a manifestation of Zitar's essence, a realm where hope is a distant memory and survival is a constant struggle. Only the strongest and most determined can hope to navigate its perils and confront the god of white sands on his own turf.

Lair Actions

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

  • Whirling Sands: At the start of his turn, Zitar can cause a whirling sandstorm to erupt in a 30-foot radius centered on a point he can see within 120 feet. Each creature in that area must succeed on a DC 24 Dexterity saving throw or take 21 (6d6) slashing damage and be blinded until the end of their next turn. The sandstorm lasts until Zitar uses this lair action again or until he is defeated.

  • Desiccating Blast: Zitar can summon a blast of desiccating energy that targets one creature he can see within 60 feet. The target must succeed on a DC 24 Constitution saving throw or take 18 (4d8) necrotic damage and have their movement speed halved until the end of their next turn. On a successful save, the target takes half damage and suffers no reduction in movement speed.

  • Shifting Sands: Zitar can cause the sands in his lair to shift and move, creating difficult terrain in a 20-foot radius centered on a point he can see within 120 feet. Creatures in this area must succeed on a DC 24 Strength saving throw or be knocked prone. The shifting sands last until Zitar uses this lair action again or until he is defeated.

 

Habitat: Desert

wolf_eyed_dm

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