World-Breaking Presence.
A creature that starts its turn within 120 feet of the Ash Tyrant must make a Wisdom Saving Throw (DC 23). On a failed save, the creature has the Frightened condition and takes Psychic damage. On a successful save, the creature is immune to this trait for 24 hours.
Aura of Black Flame.
A creature that enters or starts its turn within 30 feet of the Ash Tyrant takes Necrotic damage Fire damage. This damage cannot be reduced unless the creature has resistance to both Necrotic and Fire damage.
Reality Distortion.
Spells of 5th level or lower automatically fail within 60 feet of the Ash Tyrant. A spell of 6th level or higher cast in this area must succeed on a DC 20 spellcasting ability check or fail. This does not affect magic items or innate monster abilities that are not spells.
Void Regeneration.
The Ash Tyrant regains 30 hit points at the start of each of its turns. This regeneration is suppressed until the end of its next turn if it takes more than 30 Radiant damage from a single attack.
Legendary Resistance (5/Day).
If the Ash Tyrant fails a saving throw, it can choose to succeed instead.
Unkillable Essence.
If the Ash Tyrant is reduced to 0 hit points, it doesn’t die. Instead, it explodes in black flame, returns to 1 hit point, and transforms into its Pure Void-Flame form for 3 turns, during which it is immune to all damage. After 3 turns, it returns to its normal form.
Multiattack. The Ash Tyrant makes three attacks: two Claw attacks and one Tail attack.
Claw. Melee Attack Roll: +18, reach 15 ft.
Hit: 26 (3d10 + 10) Slashing damage plus Fire damage.
Tail. Melee Attack Roll: +18, reach 25 ft.
Hit: 32 (4d10 + 10) Bludgeoning damage.
The target must succeed on a Strength Saving Throw (DC 22) or be thrown 30 feet and has the Prone condition.
Infernal Nova (Recharge 5–6).
Dexterity Saving Throw: DC 22, each creature in a 60-foot radius.
Failure: Fire damage plus Necrotic damage.
Success: Half damage only.
The affected area becomes difficult terrain (scorching ash) for 1 minute.
Soul Rend (Recharge 6).
Wisdom Saving Throw: DC 20, one creature within 60 feet.
Failure: Psychic damage, and the target can’t regain hit points for 1 minute.
Success: Half damage only.
Blazing Word of Reality.
Wisdom Saving Throw: DC 26, one creature within 90 feet.
On a failed save, Xenernar chooses one of the following effects:
• The target has the Prone condition and can’t take Reactions until the end of its next turn.
• The target takes Fire damage plus Psychic damage and is burning, taking Fire damage at the start of its next turn.
• The target takes Force damage, is pushed 40 feet, and has the Prone condition.
• The target can’t speak or use verbal components until the end of its next turn.
On a successful save, the target suffers half the effect or half the damage where applicable.
Ash Rebirth (1/Short Rest).
For 1 round, Xenernar gains resistance to all damage and immunity to Fire, Necrotic, and Poison damage. Its movement speed is doubled, and it ends the Charmed, Frightened, Paralyzed, Restrained, and Stunned conditions on itself.
When the transformation occurs, each creature within 15 feet must make a Dexterity Saving Throw: DC 26.
Failure: Fire damage plus Necrotic damage.
Success: Half damage only.
Ember Step of the Fallen Sun.
Xenernar teleports up to 120 feet to a space it can see. When it disappears and when it reappears, an explosion erupts at both locations.
Each creature within 20 feet of each point must make a Dexterity Saving Throw: DC 26.
Failure: Fire damage plus Force damage.
Success: Half damage only.
The affected areas become difficult terrain for 1 minute.
Xenernar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Xenernar regains spent legendary actions at the start of its turn.
Wing Buffet (Costs 1 Action).
Each creature within 20 feet of Xenernar must make a Dexterity Saving Throw (DC 20). On a failed save, a creature takes Bludgeoning damage and has the Prone condition.
Black Flame Step (Costs 2 Actions).
Xenernar teleports up to 40 feet to an unoccupied space it can see. When it disappears, a burst of black flame erupts.
Each creature within 10 feet of the teleport’s origin takes Fire damage plus Necrotic damage.
Void Gaze (Costs 3 Actions).
A creature of Xenernar’s choice within 60 feet must make a Wisdom Saving Throw (DC 20). On a failed save, the creature has the Stunned condition until the end of its next turn.
Enfer’s Awakening (Costs 2 Actions).
The battlefield fractures with cracks of black infernal flame. At the start of each of Xenernar’s turns, three points on the ground within 120 feet (chosen by the DM) violently erupt.
Each creature within 10 feet of an eruption point takes Fire damage.
Creatures take no damage on a successful Dexterity Saving Throw (DC 26).
Wings of Oblivion (Costs 3 Actions).
For the next 3 turns, Xenernar ascends on wings of collapsing void, hovering high above the battlefield.
During this time, Xenernar is immune to all damage except Radiant damage, and has a flying speed of 120 feet.
If Xenernar is already airborne, he rises an additional 40 feet and emits a surge of void heat; each creature within 20 feet of him takes Fire damage.
Description
Xenernar Gicuno Gateganji Vaga is the pure and unrestrained manifestation of the Ash Tyrant’s true being, an elder entity born from the collapsing heart of Enfer, the burning underworld. In its true form, Xenernar towers over mortals like a living cataclysm, its body composed of molten fractures, flowing cosmic ash, and black flame that warps reality around it. Its skin resembles cracked volcanic glass filled with blinding red light, as though an imprisoned star is trying to burst free underneath. Every movement scatters fragments of burning ash that float in the air before fading into nothingness.
The creature’s eyes are two white-hot suns without pupils, emitting a radiance that sears the mind as much as the flesh. Protruding from its back are twisted bone spires, regrowing and breaking in an endless cycle, forming the suggestion of broken wings that reality itself refuses to support. The space around Xenernar vibrates, distorts, and bends as if the world struggles to comprehend its existence. The ground withers and blackens wherever it steps.
When Xenernar speaks, countless overlapping voices echo in agonizing harmony, as if fragments of tortured souls are forced to repeat every syllable. Its words, spoken in the ancient and forbidden language of Enfer, carry destructive power capable of unraveling reason, shattering sanity, or igniting a creature’s very soul. Even its true name, Xenernar Gicuno Gateganji Vaga, is a linguistic anomaly—both a summoning incantation and a cosmic curse.
In battle, Xenernar moves with unsettling calm and inevitability. It can dissolve into storms of sentient ash that bypass armor, re-forming an instant later. It wields black flame not as mere fire but as a universal solvent that burns thought, memory, and matter alike. To face Xenernar is not to fight a monster, but to confront a natural disaster with intent and intellect.
It does not feel emotion in a mortal sense. It does not kill out of anger or cruelty. It destroys because that is its nature, its purpose, and its origin. It is the embodiment of cosmic erosion, the collapse of worlds, and the ash left behind after all things end.
Encountering Xenernar is a mistake.
Fighting it is an act of desperation.
Defeating it is beyond mortal reach—yet stopping it, even briefly, is the only chance the world of Qiell has to survive.
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