Gargantuan unknown (Angel, Demon), Unaligned
Armor Class 24 Natural
Hit Points 800 (35d20 + 300)
Speed 60 ft., fly 120 ft.
STR
15 (+2)
DEX
30 (+10)
CON
26 (+8)
INT
28 (+9)
WIS
30 (+10)
CHA
26 (+8)
Skills Arcana +25, Perception +17, Stealth +17
Damage Immunities Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 280 ft, Truesight 140 ft, Passive Perception 37
Languages Abyssal, Celestial, Common, Deep Speech, Draconic, Infernal, Primordial, Telepathy
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Trait Name. Enter the description for your special trait.

Legendary Resistance (5/Day). If Xyrkos fails a saving throw, it can choose to succeed instead.

Innate Spellcasting (spell save DC 26). Xyrkos spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components. 

(at will)Fireball, Lightning Bolt, Ice Storm, Create Undead, Circle of Death, Bane, Bless, Remove Curse,

(3/Day each)Finger of DeathReverse GravityForcecageDivine Word

(2/Day each)EarthquakeDominate Monster,

(1/Day)Time Stop,

Magic Weapons. Xrykos' weapon attacks are magical.

Multiple Heads. Xyrkos can take one reaction per turn, rather than only one per round. It also has advantage on saving throws against being knocked unconscious. If it fails a saving throw against an effect that would stun a creature, one of it's unspent legendary actions is spent.

Limited Magic Immunity. Unless it wishes to be affected, Xyrkos is immune to spells of 5th level or lower. It has advantage on saving throws against all other spells and magical effects

Regeneration. If Xyrkos has at least 1 hit point, she regains 30 hit points at the start of its turn.

Multiattack. Xyrkos can use it's Paralyzing Presence. It then makes three attacks: one with Redeemer and Condemner and one with a spell of its choice.

 

Actions

Paralyzing Presence. Each creature of Xyrkos' choice that is within 240 feet of Xyrkos and aware of it must succeed on a DC 26 Wisdom saving throw or become paralyzed 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 Xyrkos’ Paralyzing Presence for the next 24 hours.

Redeemer. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (3d10 + 10) Slashing damage and 3d8 Radiant damage. 

Condemner. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (3d10 + 10) Slashing damage and 3d8 Necrotic damage. 

Legendary Actions

Xyrkos can take five 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. Xyrkos regains spent legendary actions at the start of it's turn

Withering Fog (2 Action Points): Xyrkos' right head expels a large black mist down its right arm, which begin to twist into black tendrils enveloping the arm. Xrykos then waves its hand dispersing the mist into a 60 ft radius. Each creature in in the cloud must make a DC 27 Constitution Saving throw of become Withered, taking 16d10 Necrotic damage on a failed save and half damage on a successful save. While a creature is Withered they must make a DC 20 Constitution saving on a successful save they regain there breath and lose the affect, on a failed save they suffer 2d8 Necrotic damage must make the save again on their next turn*

Radiant Storm (2 Action Points): Xyrkos Left head reveals a blinding light from its mouth which begins to coat its left arm, amassing into a giant ball of divine energy, which then is thrust into the sky. At the beginning of the next round a shower of radiant energy plummets into the round causing six explosion at random throughout the battle field. Each creature within a 20 ft radius of a blast must make a DC 26 Dexterity saving throw of take 10d8 radiant damage on a failed save and half on a successful save. Xyrkos regain HP equal to 1/3 of the damage dealt.

Army of the Dammed (1 Action Points): Xyrkos thrust a hand into the ground, forcing his essence into the nearby environment, causing the ground to erupt at 5 random location on the battlefield, each creature within a 10 ft radius of the disrupted ground must make a DC 20 Dexterity saving throw  taking 8d6 bludgeoning damage on a failed save and half on a successful save. Five Wraith are summoned within the craters and follow Xrykos commands.

Trial of the Abyss (2 Action): Xrykos' center heads eyes begin fill with energy. Its right eye begins to fill with a pitch black abyss, while his left eye shines with a brilliant white light. Its extends one of its limbs towards a target creature, summoning a large hourglass above the target, slamming the hourglass onto it. The creature must make a DC 27 Charisma saving throw, on a failed save the creature in transported to an unknown plane of complete darkness which is only lit from a singular sun like orb in the sky. In this realm there are three Avatars of Death with a 3rd of trapped creatures HP and if the target fails to slay all the Avatars in four rounds they are trapped forever. If the the target slays all the Reapers, they return to the place they were taken from. On a success save they remain in where they are and suffer 4d6 psychic damage.

 

Description

Enter a general description for your monster here.

Lair and Lair Actions

Desolate World: As Xyrkos is released into the world, its begins to infuse its power into the Primal Nexus, corrupting it and begins to change the fundamental aspects of the world, using this primal energy begin the destruction of Xol-Katar, beginning with Primordia. As the Nexus' energy begins to become unstable it lashes out, releasing this blinding light over the Plane. Once the light fades away, Primordia begins to crumble and plummet towards the city and towns below. The surrounding environment seems devoid of life, trees, plants, animals, even people have begun to wilt away and crumble to ash. As the Moon over takes the Sun causing a Solar Eclipse.

Lair Actions

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

  • Xrykos rips a falling structure into four pieces, all creatures on the structure must succeed a DC 20 Strength (Acrobatics) saving throw or begin to fall towards the ground below. Suffering 1d6 bludgeoning damage for every 10 feet they fall.
  • Xyrkos cast Create Undead three times at 8th in the surrounding area summoning wights to the battlefield.

Regional Effects

The region containing Xyrkos' lair is warped by its magic, creating one or more of the following effects:

  • All vegetation and creatures within a 6 mile radius begin to wilt away and decay at an alarming rate
  • Primordia's supporting energy begins to  drain away causing the city to fall and crumble.
  • If a humanoid spends at least 10 minutes on the crumbling capital of Primordia, that creature must succeed on a DC 23 Dexterity (Athletics) saving throw or lose their footing and begin to fall off the unstable ground.

If the Xyrkos dies, these effects fade over the course of 2d4 years.

Horus_Flame

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