Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. Xavour has advantage on saving throws against spells and other magical effects.
Magic Weapons. Xavour's weapon attacks in all forms are magical.
Shape Change. Xavour can spend his action to change into his original half-orc form. He can revert back to his dragon by spending his action again. Any equipment he is wearing or carrying is absorbed by the new form (Xavour's choice). In his humanoid form, Xavour retains all of his spell-casting abilities, his alignment, hit points, Hit Dice, ability to speak in his known languages, proficiencies, Legendary Resistance, lair
actions, and his ability scores remain the same. His damage resistances remain unchanged. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of his new form.
Spellcasting. Xavour is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +1 to hit with spell attacks). Xavour has the following spells prepared.
Cantrips (at will): chill touch, friends, shocking grasp, mage hand, true strike
1st Level (4 slots): charm person, shield, magic missile, detect magic
2nd Level (3 slots): crown of madness, blur, detect thoughts, suggestion
3rd Level (3 slots): animate dead, dispel magic, counterspell, slow, vampiric touch
4th Level (3 slots): blight, greater invisibility
5th Level (3 slots): dominate person, cloudkill
6th Level (1 slot): circle of death, create undead
7th Level (1 slot): finger of death, rot*
8th Level (1 slot): feeblemind, antipathy/sympathy
9th level (1 slot): power word kill
Multiattack. Xavour can activate Aura of Putrescence, and then make three attacks in his humanoid form with Malady. In his dragon form, he can make two claw attacks and one with his bite or tail.
Bite (Dragon Form only). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage, plus 10 (3d6) poison damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned.
Claw (Dragon Form only). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage, plus 14 (4d6) necrotic damage.
Morningstar of Malady (Half-orc form only). Melee Weapon Attack: + 17 to hit, reach 5 ft., one target, Hit: 14 (1d8 +10) bludgeoning damage, plus 10 (3d6) poison damage. The target must make a DC 18 Constitution saving throw. On a failure, the target's flesh begins to wither and rot. The target becomes vulnerable to bludgeoning damage and is afflicted with the contagion spell.
Spiked tail (Dragon Form only). Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 7) piercing and bludgeoning damage, plus 14 (4d6) poison damage.
Aura of Dread (Dragon Form only). Each creature that is within 120 feet of Xavour and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened
for 1 minute. A creature who rolls a 10 or below becomes paralyzed until the end of Xavour's next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to Xavour's Aura of Dread for the next 24 hours.
Plague Swarm (Recharge 5-6; Dragon Form only). A swarm of undead biting insects erupts from underneath his flesh-like wings, escaping from within his ribcage. Each creature within 15 feet of Xavour must succeed on a DC 21 Constitution saving throw, taking 63 (18d6) necrotic damage on a failed save, or half as much on successful one.
BONUS ACTION:
Aura of Putrescence. Any creature within 15 feet of Xavour is suddenly overwhelmed with the smell of decay and rotting flesh. The creature must make a DC 18 Constitution saving throw. On a failure, the creature takes 11 (3d6) poison damage. If the creature's saving throw is 10 or below they become poisoned, and for the next week, the creature has disadvantage on all Wisdom (Perception) checks requiring smell, as the smell of rotting flesh remains with them. If a creature's saving throw is successful, the creature is immune to the effects of Xavour's Aura of Putrescence for the next 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the poisoned effect on a success,however, the smell remains.
Xavour 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. Xavour regains spent legendary actions at the start of his turn.
Melee Attack (1 Action). Xavour makes a tail attack, one claw attack or a bite attack.
Cast a Spell (2 Actions). Xavour may cast one spell from his prepared spell list.
Shape Change (2 Actions). Xavour may shape change to his dragon form or half-orc.
Plague Swarm (3 Actions). Xavour may use his Plague Swarm ability, even if it did not recharge.
Description
Centuries have passed since the first telling of his story, which is one of myth and legend passed down through the generations by song and tale. Even though, this is an ancient proverb it is still told among small tribes of humans who live far from any civilization, deep in the wilderness. This is a tale told to young children, teaching them about arrogance, humility, and how to properly worship their divine creators. This tale of morality also illustrates the consequences of their actions. This tale is known as the
legend of Xavuor, the Plague Bringer.
Lair and Lair Actions
Xavour regional effects :
- Black clouds are scattered through the land, obscuring the area within 5 miles of his lair.
- Travelers who sleep within 1 mile of his lair have terrible nightmares and are unable to achieve a long rest. They all have nightmares of Vampires attacking them that look like Darkmoore.
- Undead roam the area for 10 miles from the lair.
Lair Actions
On initiative count 20 (losing initiative ties), Xavour takes a lair action to cause one of the following effects; Xavour can't use the same effect two rounds in a row:
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the Dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must succeed on a DC 17 Constitution saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud repeats the saving throw and damage.
- Dark clouds bubble up from the ground at a point the dragon chooses within 60 feet of it, filling a 30-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- The ground rumbles in a location 120 feet from Xavour , vines lash out at all creatures within 30 ft . Creatures must succeed on a DC 15 Strength saving throw or be pulled to the origin of the vines, and knocked prone. If more than one creature is pulled , all creatures suffer 4d6 bludgeoning damage as they are slammed into eachother.







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