Medium Undead, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 165 (22d8 + 66)
Speed 30 ft., fly 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
30 (+10)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws INT +16, WIS +13, CHA +10
Skills Arcana +19, Deception +9, History +19, Insight +12, Investigation +19, Nature +19, Perception +12, Religion +19
Damage Resistances Cold, Fire, Psychic, Radiant
Damage Immunities Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120ft., Passive Perception 17
Languages All Only speaks through telepathy, Telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Core of Otherworldly Magic. Inside of Xerath's crackling body dwells a perfectly spherical crystalline core, which contains a secret magic from outside this world, which is intertwined with his soul, maintaining his existence without the need for an astral cord. When he dies, it implodes and becomes an item. If this sphere comes into contact with magic of any kind, Xerath can absorb this magic and reawaken his core, coming back to life.

Beyond Flesh. Xerath is considered an intelligent construct. He doesn’t need air, food, drink, or sleep, and he is immune to effects that require the target to have flesh or blood.

My Goals are Beyond Your Understanding. Whenever Xerath casts a leveled spell, the spell and its level are randomized. He can only cast Wizard spells, however, and he cannot cast the same spell more than once per day (cantrips excluded).

Actions

Master of Magic. Xerath can cast 3 cantrips and 2 leveled spells each turn, not including legendary actions. Alternatively, he can use his Scan Weakness or Nullify abilities in place of one of the cantrips.

Scan Weakness. Xerath peers into a creature's physiology using his magical analytical vision and discerns what damage types, if any, that creature resists, is immune to, or is vulnerable to.

Nullify. Xerath targets one creature it can see within 120 feet of itself. The target must succeed on a DC 20 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and immediately lose concentration on any spell they are using. Creatures that succeed take half damage and roll a concentration check like normal.

Forbidden Ramblings. Xerath shares a shred of forbidden knowledge with one creature he can see. This creature must succeed on a DC 12 Charisma saving throw or be subjected to one of the following effects at random:
1. The creature goes insane and berserk and attacks the nearest creature it can see until it is targeted by a calm emotions or remove curse spell.
2. The creature takes 36 (8d8) necrotic damage
3. The target immediately drops to 0 hit points.
4. The target is infected with the Black Rot.

Spellcasting. can cast the following spells, using Intelligence as the spellcasting ability (spell save DC 20):

At will: All cantrips from the Wizard spell list.

1/day each: All spells from the Wizard spell list

Reactions

Counterspell. Xerath may use his Nullify ability as a reaction when he sees another creature within 120 ft. use a spell.

Core Burst. All creatures within 10 ft. of Xerath must make a DC 20 Strength saving throw or take 3d10 force damage and be pushed 15 ft. away from him. Creatures that succeed take half damage and are not pushed.

Legendary Actions

Xerath can take 4 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. The dragon regains spent legendary actions at the start of its turn.

EMP. Xerath's core flashes, disrupting any magic in a 120 ft. radius. Any creature concentrating on a spell must immediately make a concentration check with a DC of 15.

Cantrip. Xerath casts one attack cantrip.

Spell (Costs 2 Actions). Xerath casts a spell with a casting time of 1 action or less.

Mythic Actions

Xerath automatically takes the following actions at the start of each of his turns:

Self-Repair. Xerath heals 10 hit points.

Xerath automatically takes the following action in response to taking damage. Alternatively, he can actively use this in place of movement during his turn. If he does so, it does not activate again for the rest of the round.

Reposition. Immediately after taking damage, Xerath, along with any equipment he is wearing or carrying, magically teleports up to 60 feet to an unoccupied space he can see.

ZaineRaye

Comments

Posts Quoted:
Reply
Clear All Quotes