Legendary Resistance (1/Day). If Xiximanter fails a saving throw, he can choose to succeed instead.
Spellcasting. Xiximanter is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 14, +5 to hit with spell attacks). Xiximanter has following spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, poison spray, acid splash
1st level (4 slots): magic missile, hex, fog cloud, sleep, shield, mage armor
2nd level (3 slots): ray of enfeeblement, darkness, invisibility, misty step
3rd level (3 slots): animate dead, counterspell, fireball
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 6 (1d6 + 2) poison damage.
Spell Reflection. If Xiximanter makes a successful saving throw against a spell, or a spell attack misses it, he can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Xiximanter can take 2 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. Xiximanter regains spent legendary actions at the start of its turn.
Melee Attack. Xiximanter makes one melee attack.
Detect. Xiximanter makes a Wisdom (Perception) check with advantage.
Shadow Strike (Costs 2 Actions). Xiximanter directs any shadow within range to immediately make a melee attack against a specified creature.
Description
Xiximanter is an ancient Yuan-ti wizard, twisted but immortal. He looks like a dried human corpse fused to a snake at the waist. When he opens his mouth his fangs spear prominently and his eyes are smoldering pinpricks of red. He wears tattered robes, but he is not unreasonable. He will greet the party with "Hello, bipeds," as they enter his lair.
Xiximanter desires living creature; preferably intelligent, ideally wizards. He distills them to make his potions. While utterly amoral, he is neither rude nor murderous. He firmly believes that he is close to a breakthrough. He also believes that the Zirian empire still sits above him, that the tomb is full of priests, and that the party must be barbaric visitors on a tour. If shown evidence to the contrary, he will become enraged.
PCs will not be allowed to proceed further into his lair unless they agree to be Xiximanter's apprentices (or victims). His most powerful potions take decades to brew. He will trade potions for living creatures, spells, rare ingredients, and apprentices. He will not accept coins or treasure. If the party is carrying looted items from the tomb, he will become suspicious and try to poison, capture, or manipulate them.
Lair and Lair Actions
A finely carved stone hall; ribbed like the inside of a creature's gullet and lit by purple flamed torches set into the wall. In the entrance hall is an assortment of luxurious pillows and finery as well as a desk to one side where several scrolls and scrawled chemical calculations reside. Deeper within Xixmanter's lair, barrels of ancient herbs and powders sit next to kegs of acid and stale water. Additionally, this is where Xiximanter keeps his victims, stowed in six stone oubliettes that are scattered around the room, with brass lids, like wine vats sunk into the floor. There is an additional room that contains alchemical flasks, dusty instruments, and gleaming shelves full of beautiful flasks lining the walls. Aside from an assortment of 15 (1d10+10) random potions, his shelves always include 2 potions of spell mutation, 1 potions of moderate immortality (extra 1d100+20 years of life with side effects), 1 potions of undetectable poison (tastes like a random potion but imbiber must succeed on a DC25 constitution saving throw or be killed within 1 minute), and 2 healing potions.
Lair Actions
On initiative count 15 (losing initiative ties), Xiximanter takes a lair action to cause one of the following effects; Xiximanter can’t use the same effect two rounds in a row:
- Xiximanter may cast wall of fire using Intelligence as his spellcasting ability and without expending a spell slot.
- Xiximanter summons a number of shadow minions equal to the number of enemies in his lair.
- If a creature is within 5 feet of an oubliette the brass lid opens and a creature must make a DC 13 dexterity saving throw or be pulled within by magical force. The creature may attempt a DC 15 strength check to escape on their turn.







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