Gargantuan unknown, Unaligned
AC 20 natural armor    Initiative +10 (20)
HP 960 (40d20)
Speed
Mod Save
STR 30 +10 +29
DEX 30 +10 +29
CON 30 +10 +29
Mod Save
INT 30 +10 +29
WIS 30 +10 +29
CHA 30 +10 +29
Senses Passive Perception 32
Languages Abyssal, Celestial, Deep Speech, Infernal, Primordial Aquan, Auran, Ignan, Terran
CR 30 (XP 155,000, or 155,000 in lair; PB +9)
Traits

Energy Resistance. Resists Acid, Cold, Fire, Lightning, Necrotic, Poison, Psichic, Radiant and Thunder damage

Spellcasting. Zyquarix is a 10-level spellcaster. Its spellcasting ability is 36 (spell save DC 30, +9 to hit with spell attacks). Zyquarix has following Bard, Cleric, Druid, Sorcerer, Wizard and Warlock spells prepared:
6th level (at will): Disintegrate, Circle of Death, Mass Suggestion
7th level (at will): Plane Shift, Teleport, Prismatic Spray
8th level (at will): Power Word Stun, Earthquake, Sunburst

Actions

Multiattack.

Tyrant’s Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., 1 target. Hit: 4d12 + 10 slashing damage + 3d12 necrotic damage. Critical: On a critical hit, roll all damage dice twice. Special: If the target is a creature smaller than Zyquarix, they must succeed on a DC 27 Strength saving throw or be knocked prone and pushed 15 ft.

Arcane Bolt. Ranged Weapon Attack: +19 to hit, range 120 ft., 1 target. Hit: 6d10 force damage + 3d10 lightning damage. Critical: On a critical hit, roll all damage dice twice and the target is stunned until the start of Zyquarix’s next turn. Special: If the target is within 30 ft., they must make a DC 27 Dexterity saving throw or be pushed 20 ft. back and knocked prone.

Bonus Actions

Predator’s Surge. Effect Options (choose one each use):

  1. Swift Strike: Make one melee or ranged attack with +5 damage.

  2. Teleport Step: Teleport up to 30 ft. to an unoccupied space he can see.

  3. Arcane Shield: Gain temporary hit points equal to 2d10 + 10 or advantage on saving throws until the start of his next turn.

Reactions

Wrathful Counter. Trigger: When a creature within 30 ft. of Zyquarix hits him with an attack, or moves away without disengaging.

Effect Options (choose one per trigger):

  1. Counterstrike: Make one melee attack against the triggering creature.

  2. Arcane Rebuke: Force the creature to make a DC 27 Dexterity saving throw or take 6d10 lightning or force damage.

  3. Teleport Redirect: Instantly teleport up to 30 ft. and interpose between the attacker and a vulnerable ally, potentially provoking opportunity attacks.

Legendary Actions

Spellcasting. Zyquarix is a 10-level spellcaster. Its spellcasting ability is 36 (spell save DC 30, +9 to hit with spell attacks). Zyquarix has following Bard, Cleric, Druid, Sorcerer and Wizard spells prepared:
6th level (at will): Chain Lightning
7th level (at will): Fire Storm
8th level (at will): Dominate Monster
9th level (9 Spell Slots): Meteor Swarm, Wish, Time Stop

 

Mythic Actions

Spellcasting. Zyquarix is a 10-level spellcaster. Its spellcasting ability is 36 (spell save DC 30, +9 to hit with spell attacks). Zyquarix has following Bard, Druid, Sorcerer and Wizard spells prepared:
combine two (at will): Teleport and Fire Storm or Disintegrate and Earthquake
10th level (6 Spell Slots): 

Trio Bolt (Costs 1 Actions). Once per mythic phase, Zyquarix can split a single Arcane Bolt into three bolts, each hitting a different target within 60 ft., dealing full damage.

Description

Zyquarix: Born of Light and Shadow

The closest angel to the Overgod of Gods once served with unwavering devotion, striving to earn the Overgod’s favor. Yet one day, her heart betrayed duty: she fell in love—not with another celestial, but with the Devil himself.

From this impossible union came a child: Zyquarix. Gifted with innate powers of transformation, Zyquarix eventually chose a humanoid form, radiant yet terrifying. His form shone blindingly white, capable of temporarily stunning or blinding those who gazed upon him. A birthmark in the shape of Satan’s Star covered his face, a permanent reminder of his dual heritage.

Zyquarix’s body carried the marks of both parents:

  • From his mother: a luminous halo and three pairs of angelic wings.

  • From his father: glowing red horns and a sinuous tail that pulsed with infernal energy.

The Overgod confronted the angel, voice trembling with disbelief:

“How could you fall for him?”

She said:

“You think the Devil has horns? Well so did I. But I was wrong. His hair is combed, and he wears a suit and tie. He's nice, polite. He'll catch you by surprise. His smile—so bright, you'll never bat an eye.”

Zyquarix grew under the conflicting energies of light and shadow, learning to harness both divine and infernal powers. Shapeshifting, blinding radiance, and his innate magical abilities made him a force of chaos and awe. Yet beneath it all, he struggles with his own identity: a child of two worlds that should never coexist, seeking a purpose that reconciles his dual nature.

Lair and Lair Actions

🏛️ Zyquarix’s Lair: The Sunken Temple of Celestial Shadows

Overview

  • Hidden deep within a shattered mountain valley, the ruins of an ancient temple rise from fractured stone and overgrown vegetation.

  • Once a grand temple, its marble pillars are cracked, mosaics faded, and statues of forgotten gods are now defaced by time and dark rituals.

  • This temple was a secret cult’s stronghold, devoted to Zyquarix long before he fully claimed his mythic power. Symbols of his dual nature—radiant halos intertwined with infernal horns—adorn every surface.


Atmosphere & Features

  • Light & Shadow: Sunlight filters through broken ceilings, creating sharp contrasts. Shadows seem almost alive, hinting at Zyquarix’s dual essence.

  • Crumbled Statues: Marble angels and devils frozen in combat litter the temple floor, providing cover or obstacles.

  • Blood-Stained Altars: Ancient altars hold faded offerings, cracked urns, and scorched ritual sites.

  • Arcane Runes: Glowing, pulsating symbols on walls occasionally flare, triggering minor magical effects or warnings when intruders approach.

  • Overgrown Courtyard: Ivy and thorny vines twist around broken pillars; subtle magical energy keeps some plants alive unnaturally.

Lair Actions

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

  • Shadow Tendrils: Vines and shadows animate, restraining one target within 30 ft. (DC 27 Strength saving throw to break free).
  • Arcane Echo: Magical inscriptions flare, dealing 4d10 radiant or necrotic damage to one target within 40 ft.

Regional Effects

The region containing Zyquarix’s lair is aicent, which creates one or more of the following effects:

  • The spirits of the cultists ascend fron the ground and attack the PCs.
  • The growing vines on the pillars come to life and attack the PCs.

If Zyquarix dies, these effects fade over the course of 1d100 days.

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