AC 20 Hexagon and pentagon-like fragments    Initiative +15 (25)
HP 750 (115d12)
Speed 50 ft., (hover)
Mod Save
STR 11 +0 +0
DEX 15 +2 +2
CON 20 +5 +13
Mod Save
INT 22 +6 +14
WIS 18 +4 +4
CHA 19 +4 +4
Resistances Bludgeoning, Piercing, Poison, Slashing
Immunities Lightning, Necrotic, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned
Gear None
Senses Tremorsense 100 ft, Truesight 250 ft; Passive Perception 20
Languages Common, Lamorn, Modron
CR 25 (XP 75,000, or 90,000 in lair; PB +8)
Traits

Powerful Magic Resistance. Xelios has Advantage on saving throws against spells and other magical effects, and spells of level 5 or lower have Disadvantage on attack rolls against it.

Spellcasting. Xelios can cast the following spells requiring no components and using Intelligence as the spellcasting ability.
At Will: Chain Lightning (level 7 version), Lightning Bolt (level 7 version), Fabricate (as an action), Magic Missile (level 8 version), Fireball (level 8 version), Scorching Ray (level 8 version)

Legendary Resistance (4/Day, or 5/Day in lair): If Xelios fails a saving throw, it can choose to succeed instead. 

Actions

Multiattack. Xelios makes five attacks in any combination. It can replace one attack with a use of Spellcasting.

Energy Sphere. Ranged Weapon Attack: +8 to hit, range 100 ft., 1 target. Hit: 25 Force damage.

Restraining Lightning. Ranged Weapon Attack: +5 to hit, range 25 ft., 1 target. Hit: 15 Lightning damage, and the target has the Restrained condition until the end of its next turn. While Restrained, the target can't take Reactions.

Laser. Ranged Weapon Attack: +8 to hit, range 80 ft., 1 target. Hit: 20 Force damage plus 5 Lightning damage.

Laser Blade. Melee Weapon Attack: +8 to hit, reach 20 ft., 1 target. Hit: 20 Force damage plus 15 Lightning damage.

Bonus Actions

Create. Xelios casts Fabricate.

Legendary Actions

Legendary Action Uses: 4 (5 in lair). (After another creature ends its turn, Xelios can take a legendary action. It regains all expended uses at the start of each of its turns.)

Spell. Xelios casts a spell that deals damage.

Laser Ball. Xelios makes one Energy Sphere attack.

Thunder Shock. Xelios makes one Restraining Lightning attack. It can't use the action again until the start of its next turn.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Designed to keep the Lamorn happy, Xelios controls Volt Forge on planet Viewros. It controls the robots there to repair and manage the factory, and it certifies those attempting to test drive a Vi-O-La. It once went rogue due to fusion with a Metroid, but regained its senses. Now it is stronger, but it is not evil, just managing its factory. It is skeptical of visitors, but tries to welcome any would-be-visitor with hospitality. (If fighting it, play the Xelios boss music from Metroid Prime 4: Beyond[It's pretty good])

Lair and Lair Actions

Xelios's lair is Volt Forge on Viewros (It would be surprising if you actually got here)

Regional Effects

The region containing Xelios’s lair is altered, which creates the following effects:

  • All Constructs in Volt Forge are under Xelios's control, no saving throw needed.
  • Every round on Initiative count 20 (losing all ties) a random area is struck by lightning as if by the Call Lightning spell.

If the Xelios dies or moves its lair elsewhere, these effects end instantly, other than the lightning.

Habitat: Any

Cyn28805

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