Gargantuan Celestial, Lawful Evil
Armor Class 23 (natural armor)
Hit Points 800 (40d20 + 400)
Speed 50 ft., climb 40 ft., fly 400 ft.
STR
30 (+10)
DEX
25 (+7)
CON
30 (+10)
INT
25 (+7)
WIS
20 (+5)
CHA
29 (+9)
Saving Throws STR +19, CON +19, CHA +18
Skills Deception +18, Perception +14, Persuasion +18
Damage Immunities Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Stunned
Senses Darkvision 5000 ft., Truesight 5000 ft, Passive Perception 24
Languages All, Telepathy
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If Zaxrune fails a saving throw,he can choose to succeed instead.

Magical Claws. The Zaxrune's attacks count as magical for the sake of overcoming resistances.

Critical Resistance(1/Day). Once a day the Zaxrune can ignore a Critical hit and count it a a normal hit.

Three Times The Teeth And Fire (1/Day). The Zaxrune has three heads, each can breath fire at the same time and it can attack three different targets at a time. If it chooses one target with all three heads the target must make a DC 25 Dextreity saving throw or take 105 (32d6) fire damage on a failure. On a success you take half.

360. Each head can see 360 degree around itself, so it gains advantage on Perception checks.

Polymorph. As any action the Zaxrune can change into a Huge snake or a three headed snake humanoid at will. When polymorphed Zaxrune's stats stay the same, but no attacks. Zaxrune is also immune to the spell polymorph.

Intimidating Glare. If the Zazruxe chooses to it can frighten anything under level 5 or less than CR 6 requiring no saves or checks.

Spellcasting. The Zaxrune is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). The Zaxrune has following Sorcerer spells prepared without needing any components: 
Cantrips (at will): Fire Bolt, Mage Hand, Control Flames, Create Bonfire, Shocking Grasp, Green-Flame Blade.
1st level (5 slots): Chaos Bolt, Chromatic Orb, Shield, Ray of Sickness.                    2nd level (4 slots): Mind Spike, Aganazzar's Scorcher, Phantasmal Force.                        3rd level (4 slots): Lightning Bolt, Fireball, Thunder Step.                                              4th level (4 slots): Blight, Polymorph, Wall of Fire, Vitriolic Sphere, Ice Storm.              5th level (3 slots): Synaptic Static, Immolation, Telekinesis, Far Step, Cone of Cold.        6th level (2 slots): Chain Lightning, Circle of Death, Eyebite, Scatter.                                7th level (2 slots): Fire Storm, Prismatic Spray, Whirlwind.                                              8th level (1 slot): Abi-Dalzim's Horrid Wilting, Sunburst, Incendiary Cloud, Earthquake.    9th level (1 slot): Meteor Swarm, Psychic Scream, Time Stop

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws, or one bite per head (three targets). The Zaxrune can substitute an attack for a spell. In humanoid forme the Zaxrune take can two scimitar attacks, and one breath attack equal to (4d10).

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: +17 (2d8 + 8) bludgeoning damage, plus (1d6) poison damage.

Otherworldly Scimitar (Humanoid Form Only). Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit:  22 (4d6+10) slashing damage and 12 (2d8) psychic damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Head One (right), Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Head Two (center), Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Head Two (center), Flammable Acid (Recharge 5–6). The dragon exhales acid in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking (10d6) acid damage on a failed save, or half as much damage on a successful one. If the target(s) have been hit with acid and are hit with fire within 5 rounds, the target takes 3d6 fire damage for each turn the target hasn't put it out. 

Head Three (left), Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Zaxrune 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.

Any Melee Attack Action Listed (Costs 1 Action).

Wing Attack (Costs 2 Actions). Zaxrune beats his wings. Each creature within 50 feet of him must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Zaxrune can then fly up to half its flying speed.

Fire/Acid Breath (Costs 4 Actions). The Zaxrune uses his fire or acid breath attack with one head.

Description

The First. Zaxrune was the First Zmey created. He was born of cunning and hatred, but with a deadly patience that was shown as he gained control of his birth world. He was created by the god of chaos Irea, as a weapon to gain control. The Zaxrune, being smarter than his master thought, bidded his time in chains. When Irea let him loose on the world he turned on his master, overpowering him, and taking his power. 

The Sons. After killing his master, Zaxrune sought to claim the planes of his dimension, for himself, in his own name. He used the power of his master to create a race like himself, but less powerful, a race under his control. When they were created he decided to let them loose but did not foresee that his own would flee from him. He was not angry, he knew they would not stay in his way. But his work with them was done, they were cruel beings of fire and acid, they would torment and breed, and cause chaos. When they left he used the last of Irea's magic to make nine sons.. Four Sons, of Suffering, one of Neutrality, and four of Restraint.His first Four were those of Suffering. His first born was Theron, the Son of Power and Chaos. He was meant to inherit Zaxrune's power. Then came Simica, the one that controls all fiends, Holder of the Hells, and Eternal Pit. He was meant to reinforce pains, suffering, and all things the Hell brings. The next born was Ethtoru, Lord of Violent Forces and Storms. He was a tool for terror. The last of the Suffering was, Shekrinath, Lord of Fire, and Infernal Anger, he, was the leader of Zaxrune's army and the bring of terror. The being of Neutrality was Sinistila, the Mistress of Wild Beasts, the Hunt, and Death. For Death cares not of what you are, and the wilds, are unforgiving of those that trespass. The Four of Restraint, were the most patient, and those that helped mortals, turning way from the dark seduction of power. The first to turn was Imugi, the Serpent goddess, and the goddess of Healing and Luck. The next to turn was Mysticana The King of Magic and the Guider of Souls. Following there fortitude Oberilith, Master of the Seas and Trickery left the seductive power of destroying ships, and changed to a calm and benevolent lord to sailors. The last to leave was Kekro, The Mistress of Time and Holder of Interdimensional Travel, Balance, and Knowledge. She only joined the Restraint to keep the balance. 

The First Conquest. When the Children of Restraint were formed Zaxrune was furious, he waged war on them. The world he was from called Draecys, became a hellish war zone, Suffering versus Restraint, chaos or peace. Zaxrune won in the end, and sealed away all his children, capturing them and feeding off there power. But he wanted more, for power is a seductive source.

The Next World, The Fall. Finding another world, at the dawn of its creation Zaxrune went to conquer it, but was delayed, he had fallen into an alternate time line, and a prophecy of himself is was shown to him, and his most likely future. 


 

Five heros will come to call

Five Sons to you must Fall

Twenty Five portals now return

Forgotten allies come to call

Curses brought by a final breath

As you wings open to the gates of death


Zaxrune was infuriated, and with this delay, instead of arriving to the world at the dawn of its time, he came to it when civilization was at a prime. He rained hell on the world, and its connected planes, but he was banished by a group of Druids whose magic is no longer practiced. They created a being to protect the planes if Zaxrune ever returned, they called it the Tarrasque, but it went rough, and only followed one command in its head, when the world brought powerful magic, it was to keep it in check.

Back to Draecys. Zaxrune was sealed and banished, but waiting, waiting for his time to gain revenge on the world that had banished him. And he waited for the heros, he waited to devour them, and claim that world as well...

 

Lair and Lair Actions

 

 

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