| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 17 | +3 | +11 |
| CON | 30 | +10 | +18 |
| Mod | Save | ||
|---|---|---|---|
| INT | 27 | +8 | +8 |
| WIS | 22 | +6 | +6 |
| CHA | 30 | +10 | +18 |
Primordial Flame Aura (60 ft.). Creatures starting their turn within 60 ft. take 20 (6d6) fire damage and must succeed on DC 26 Constitution save or become Ignited (take 10 fire damage at start of turns and lose fire resistance/immunity until end of next turn).
Flame Sovereign. Xarzul can ignite/extinguish fires within 300 ft. as a bonus action. Fire creatures within 120 ft. must succeed on DC 25 Wisdom save or be charmed for 1 minute. Fire spells he casts can’t be counterspelled.
Mythic Trait: Phoenix Rebirth (1/Long Rest)
When Xarzul is reduced to 0 hit points, instead of dying outright, he unleashes a cataclysmic rebirth:
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Explosion: Xarzul detonates in a massive 120-foot radius blast of blinding flame and ash.
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Each creature in this radius must make a DC 26 Dexterity saving throw.
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On a failed save, they take 70 fire damage and are knocked prone.
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On a successful save, they take half damage and are not knocked prone.
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Creatures hit by this blast are also blinded until the end of their next turn due to the intense ash and light.
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Rebirth: Immediately after the explosion, Xarzul reforms with 400 hit points restored (healing back from 0 to 400 HP) and enters the primordial Blaze form
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Primordial Blaze Form: This form represents his full elemental fury and the eternal flame he embodies.
Primordial Blaze Form
While in this form, Xarzul becomes an even more terrifying elemental force of fire and ash, gaining several powerful abilities:
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Maximized Fire Damage: All fire damage Xarzul deals is maximized. For example, instead of rolling dice for fire damage, Xarzul deals the maximum possible on all fire damage dice.
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Fire Immunity Nullification: During this form, no creature can gain fire resistance or immunity by any means, magical or mundane, against Xarzul’s fire damage. This makes him lethal even against creatures normally immune to fire.
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Molten Earth Terrain: The ground beneath Xarzul becomes Molten Earth, which acts as difficult terrain for all creatures except Xarzul himself. Any creature that ends its turn standing on this terrain takes 10 fire damage from the searing ground.
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Enhanced Mobility and Presence: Although not explicitly mechanical, narratively Xarzul’s form radiates overwhelming heat, causing intense ash clouds and smoke to swirl around him, reducing visibility and adding to his terrifying presence.
Multiattack. Voice of the Inferno + 1 bite + 2 claws.
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Bite: +20 to hit, reach 15 ft., 30 (3d10 + 11) piercing + 21 (6d6) fire damage. Removes fire resistance for 1 min.
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Claw: +20 to hit, reach 10 ft., 20 (2d6 + 11) slashing + 14 (4d6) fire damage.
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Tail: +20 to hit, reach 20 ft., 25 (3d8 + 11) bludgeoning. DC 25 Strength save or knocked prone and 30 ft. pushed.
Voice of the Inferno. DC 26 Wisdom save or blinded, frightened, silenced (no verbal spellcasting) for 1 minute
Innate Spellcasting (Charisma DC 26, +18 to hit)
At will: Fire Bolt (4d10 fire), Control Flames, Produce Flame
3/day: Wall of Fire, Firestorm, Delayed Blast Fireball
1/day each:
- Crown of Smoke and Cinders (7th-level): 20-ft heavily obscured aura, enemies casting spells within 60 ft. take 14 (4d6) fire damage, creatures ending turn within 10 ft. take 10 fire damage. lasts 3 min.Ends with 30-ft burst (40d6 fire).
Legendary Actions (4 per round, costs reduced by 1 in Primordial Blaze Form)
Tail Attack (Costs 1 Action)
Xarzul makes a tail attack against one creature.
Attack: +20 to hit, reach 20 ft.
Hit: 25 (3d8 + 11) bludgeoning damage.
Additional effect: The target must succeed on a DC 25 Strength saving throw or be knocked prone and pushed 30 feet away from Xarzul.
Scorch Pulse (Costs 1 Action)
Xarzul releases a burst of searing heat in a 20-foot radius centered on himself.
Each creature in the area must make a DC 26 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a success.
Flames briefly dance around Xarzul, causing the air to shimmer with intense heat.
Wings of Cinders (Costs 2 Actions)
Xarzul beats his massive wings, stirring embers and ash into the air as he moves up to 60 feet without provoking opportunity attacks.
Creatures within 15 feet of Xarzul when he uses this action must succeed on a DC 24 Constitution saving throw or be blinded until the end of their next turn, as ash and sparks fill their eyes.
This action can be used to reposition tactically or retreat while imposing debilitating effects on nearby enemies.
Ashquake (Costs 3 Actions)
Xarzul slams the ground with tremendous force, causing molten earth and ash to erupt in a 20-foot radius centered on him.
Creatures in the area must make a DC 26 Dexterity saving throw.
On a failed save, a creature takes 35 (10d6) fire damage and becomes restrained as molten earth clings to their limbs.
On a successful save, the creature takes half damage and is not restrained.
The affected area becomes difficult terrain until cleared.
Worldfire Cascade (1/day)
Xarzul unleashes a torrent of molten flame cascading in a massive cone that scorches the land and foes alike.
Area: 200-foot cone
Saving Throw: DC 27 Dexterity save
Damage: 180 (40d8) fire damage on a failed save, half damage on success
Additional Effects:
Failed save: Target is restrained by molten rock and burning (taking 20 fire damage at the start of their turns) for 3 rounds.
Success: Takes half damage and is not restrained.
This devastating attack can turn the tide of battle and is used sparingly due to its enormous power.
Ashstorm Breath (Recharge 6, Mythic)
Xarzul exhales a devastating cone of fiery ash and flame that can blind and burn all caught in its fury.
Range: 150-foot cone
Saving Throw: DC 25 Dexterity save
Damage: 130 (40d6) fire damage on a failed save, half damage on success
Additional Effects:
Targets hit are blinded for 2 minute (no save at end of turns).
Targets also suffer burning damage of 20 fire damage at the start of their turns for 3 rounds.
The cloud of ash lingers briefly, reducing visibility in the area for 1 minute (heavily obscured).
Inferno Bloom (9th-level Spell, Recharge 6)
Xarzul causes a cataclysmic eruption of fire in a massive burst around him, devastating all foes and reshaping the battlefield.
Area: 100-foot radius centered on Xarzul
Saving Throw: DC 26 Constitution save
Damage: 120 (30d10) fire damage on a failed save, half damage on success
Additional Effects:
Creatures reduced to 0 HP by this spell are instantly turned to ash and cannot be resurrected by normal means.
The area becomes heavily obscured by ash and smoke for 2 minute, imposing disadvantage on ranged attacks through it.
Volcanic Singularity (9th-level Spell, Recharge 6)
Xarzul summons a swirling vortex of molten rock and fire that pulls enemies into its burning core.
Area: 20-foot radius centered on a point Xarzul can see within 120 ft.
Saving Throw: DC 26 Strength save
Damage: 55 (10d10) fire damage on a failed save, half damage on success
Additional Effects:
Failed save: Target is restrained, pulled 15 feet toward the center of the vortex each turn, and takes fire damage at the start of their turn for 2 minutes.
Success: Takes half damage, no restraint or pull.
Description
Long before fire touched mortal lands, Xarzul existed as the primordial spark—the First Flame igniting the cosmos itself. He is the origin of all fire’s fury, wisdom, and destruction. Lesser fire dragons and elemental beings owe their existence to him, and wherever he roams, the very air thickens with heat and ash.
Xarzul’s molten heart is an endless ember, burning with the memory of creation’s violent birth. His wings fan the smoke of ancient volcanic storms, and his roar echoes the burning breath of stars. he embodies the eternal fire that refuses to be snuffed out—an immortal inferno and judge of flame.
Lair and Lair Actions
Xarzul’s Lair: The Scorched Volcanic Wasteland
Xarzul’s lair is a vast, molten volcanic terrain, scarred by ancient lava flows and riddled with bubbling magma pools and geysers of flame. The air is thick with ash and smoke, reducing visibility and choking lesser creatures. Rivers of molten rock flow lazily, and the ground occasionally trembles with the fury of the elemental fire contained within.
The lair is alive with the power of fire and ash—anything flammable is prone to ignition, and elemental fire spirits sometimes flicker in and out of existence, loyal to Xarzul’s command.
Lair Actions
(Initiative Count 20, after Xarzul’s turn)
Erupting Sigils
Ancient fiery runes etched into the volcanic rock flare to life.
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Each creature of Xarzul’s choice within 60 feet must succeed on a DC 25 Intelligence saving throw or take 60 (10d10) fire damage and be banished to the Plane of Fire for 1 round, returning at the start of their next turn.
Summon Ash Elemental
Xarzul calls forth an ash elemental from the smoldering ground.
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An ash elemental (CR 10) appears within 30 feet and acts immediately.
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It fights for Xarzul for 1 minute or until destroyed.
Flame Bloom
Patches of volcanic flora suddenly ignite, erupting in violent flame bursts.
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A 20-foot radius area of the lair becomes engulfed in flames.
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Any creature entering the area or starting its turn there takes 21 (6d6) fire damage.
Regional Effects of Xarzul’s Presence
While Xarzul dwells in his lair, the surrounding region—extending up to 30 miles—is permanently scarred and influenced by his elemental fire essence. These effects create a hostile and unstable environment for any creatures or civilizations nearby:
Ash-Filled Skies
The skies above Xarzul’s domain are perpetually darkened by swirling ash clouds.
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Visibility is heavily reduced, imposing disadvantage on ranged weapon attacks and Perception checks relying on sight beyond 30 feet unless creatures have truesight or similar abilities.
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The ash settles on surfaces, smothering plant life and making travel difficult.
Spontaneous Ignition
Flammable materials ignite unpredictably throughout the region.
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Fires start without obvious cause in forests, villages, or dry grasslands within the 30-mile radius.
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Nonmagical fire damage dealt by creatures or hazards in the area is maximized once per day per creature (DM’s discretion).
Scorching Winds
Hot, dry winds blow through the area intermittently.
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These winds increase the intensity of existing fires and can cause wildfires to spread rapidly.
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Creatures exposed to the winds without protection must succeed on a DC 15 Constitution saving throw or suffer 1d6 fire damage per hour of exposure.
Ash Revenants
The souls of creatures who die within 1 mile of Xarzul’s lair are rarely granted peace.
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Their bodies burn to ash, but the ashes sometimes coalesce into ash revenants—tormented undead servants of fire under Xarzul’s command.
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These revenants rise 1d4 hours after death unless specific rituals are performed to prevent this.
Volcanic Tremors
Occasional minor earthquakes and ground tremors rattle the region, unsettling travel and structures.
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Structures and roads suffer accelerated wear and damage.
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Creatures must make a DC 13 Dexterity saving throw to avoid falling prone when tremors occur (usually once per day).







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