Devil's Sight. Magical darkness doesn't impede Xavier's darkvision.
Innate Spellcasting. Xavier's innate spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:
At will: detect magic, alter self
1/day each: chromatic orb, investiture of flame, whirlwind, power word stun, foresight*
*Xavier casts this spell before combat
Spellcasting. Xavier is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Xavier has following Warlock spells prepared:
Cantrips (at will): prestidigitation, minor illusion, mage hand, frostbite, fire bolt, acid splash
1st-5th level (4 5th-level slots): armor of agathys*, witch bolt, hellish rebuke, shatter, blur*, thunder step, counterspell, dispel magic, blink, tongues, elemental bane, banishing smite, infernal calling, cone of cold
*Xavier casts this spell before combat
Eldritch Smite. When Xavier hits a creature with his pact weapon, he can expend a 5th level spell slot to deal an extra 27 (6d8) force damage and knock the creature prone.
Lifedrinker. Xavier's attacks made with his pact weapon deals extra necrotic damage equal to his Charisma modifier.
Terra Blade. Xavier's pact weapon is magical. It gives a +3 bonus to attack and damage rolls and does an extra 13 (3d8) damage of either fire, cold, thunder, lightning, or acid (Xavier's choice). Once the damage type is chosen, it cannot be changed for the rest of combat. His pact weapon can be changed into any weapon other than darts, slings, blowguns, hand crossbows, nets, and firearms. The actions below are the prefered weapons Xavier likes to conjure.
Hexblade's Curse. As a bonus action, Xavier curses one creature within 30ft of him for 1 minute. The curse ends early if the target dies, Xavier dies, or Xavier is incapacitated. Until the curse ends, Xavier gains the following benefits:
1. Xavier gains a +8 bonus to damage rolls on the cursed target.
2. Any attack roll on the cursed creature is considered a critical hit on a roll of a 19 or 20.
3. If the cursed target dies, Xavier regains 29 hit points.
When the cursed target dies, Xavier can apply a new curse to another target within 30ft of him.
Accursed Specter. When Xavier kills a humanoid, he can cause a spirit to rise from the corpse using the statistics of a specter. The specter gains 10 temporary hit points and a +9 bonus to attack rolls.
Legendary Resistance (3/Day). If Xavier fails a saving throw, he can choose to succeed instead.
Blade of Avernus. Xavier is attuned to the Blade of Avernus, which gives him the following benefits while attuned to this weapon:
1. Xavier gains a +1 to Armor Class.
2. Xavier gains resistance to radiant damage (already applied).
3. Xavier gains immunity to being blinded, deafened, petrified, and stunned.
4. When Xavier rolls a 20 on an attack using this weapon, he lobs off the head of the targeted creature. A creature dies if it cannot survive without the head.
If Xavier is unattuned to this weapon, he cannot use the Ruler of Avernus and Infernal Recall abilities.
Multiattack. Xavier makes two of the same weapon attack.
Longsword. Melee Weapon Attack: +20 to hit, reach 5 ft., 1 target. Hit: 16 (1d8 + 12) or 17 (1d10 + 12) slashing damage plus 9 necrotic damage plus 13 (3d8) of the chosen damage type.
Halberd. Melee Weapon Attack: +20 to hit, reach 10 ft., 1 target. Hit: 17 (1d10 + 12) slashing damage plus 9 necrotic damage plus 13 (3d8) of the chosen damage type.
Greataxe. Melee Weapon Attack: +20 to hit, reach 5 ft., 1 target. Hit: 18 (1d12 + 12) slashing damage plus 9 necrotic damage plus 13 (3d8) of the chosen damage type.
Scimitar. Melee Weapon Attack: +20 to hit, reach 5 ft., 1 target. Hit: 15 (1d6 + 12) slashing damage plus 9 necrotic damage plus 13 (3d8) of the chosen damage type.
Longbow. Ranged Weapon Attack: +20 to hit, range 150/600 ft., 1 target. Hit: 16 (1d8 + 12) piercing damage plus 9 necrotic damage plus 13 (3d8) of the chosen damage type.
Breath Weapon (Recharge 5-6). Xavier exhales fire in a 30-foot line that is 5-feet wide. each creature in the line must make a DC 26 Dexterity saving throw or take 17 (5d6) fire damage on a failed save, or half as much on a successful one.
Blade of Avernus. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 13 (1d8 + 9) slashing damage or 14 (1d10 + 9) slashing damage.
Ruler of Avernus. As an action, Xavier can point the Blade of Avernus at one devil he can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by him for 1 hour. While charmed in this way, the devil follows his orders to the best of its ability. If Xavier commands the devil to do something it perceives as suicidal, the effect ends and he can no longer use this power of the sword against that devil.
Infernal Recall. As an action, Xavier can use the Blade of Avernus to cast word of recall. Creatures transported by this spell appear in an unoccupied space within a sanctuary Xavier designates in Avernus.
Armor of Hexes. If a cursed creature hits Xavier with an attack roll, Xavier can use a reaction to roll a d6. On a 4 or higher, the attack misses regardless of the roll.
Xavier 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. Xavier regains spent legendary actions at the start of its turn.
Attack (Costs 1 Action). Xavier makes one weapon attack.
Spell (Costs 2 Actions). Xavier casts one spell.
Description
Once a pirate captain holding a pact with an ancient weapon capable of changing its form as well as harnessing the elements for its strikes and as spells, Xavier is now an archdevil who now rules Avernus when certain adventurers redeemed Zariel, freeing her from the grasp of Asmodeus and the Nine Hells.
During his mortal life, Xavier traveled through the Nine Hells and curried favor of Zariel, whom he made a deal with. Through this deal, he was given the resources of the archdevils in the Nine Hells to reform the lost pieces of his pact weapon, seven shards each holding a different power of the weapon (of which he had two). At the end of his life, he would be resurrected as a devil in the Nine Hells in order to assist in the end of the Blood War as Zariel's champion.
Several years after his resurrection in the Nine Hells, which could be around several decades to many centuries, a group of adventurers eventually obtained the Sword of Zariel and redeemed her, allowing her to leave her position in the Nine Hells. From this event, Xavier was able to obtain favor of Asmodeus and kill the former ruler of Avernus, Bel, as well as his armies to gain control of Avernus.
Often uncharacteristically cooperative with the other archdevils and less manipulative than other devils when making deals with mortals, Xavier plans to follow in Zariel's footsteps by ending the Blood War through the use of Avernus' armies and the deals with powerful mortals.
Xavier was a dragonborn resurrected as a devil in the Nine Hells. He wears a black pirate trench coat with the three pointed pirate hat. Holstered on the right side of his waist is the Blade of Avernus. His brass skin from his draconic ancestry has been increasingly more red and metallic from being warped from his resurrection as well as the corruption of the Nine Hells. He has black eyes with green pupils, and stands at a towering 7 feet 8 inches tall.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Xavier takes a lair action to cause one of the following effects; Xavier can’t use the same effect two rounds in a row:
- Xavier casts major image four times at its lowest level, targeting different areas with the spell. Xavier prefers to create images of pit fiends entering the battlefield and bellowing to draw attention. Xavier doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Xavier has a 25 percent chance of summoning 2d4 spine devils and 1d4 bearded devils. Once this effect is successful, there is a 30 percent chance that this feature cannot be used for 24 hours.
Regional Effects
The region containing Xavier’s lair is warped by the terrain of Avernus and his magic, which creates the following effects:
- The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away.
- The area is littered with gouts of flame. at the start of each creature's turn, there is a 10 percent chance that a 10ft tall pillar of fire sprouts in their location. When a pillar of fire sprouts, each creature within 5ft of it must make a DC 15 Dexterity saving throw or take 7 (2d6) fire damage on a failed save, or half as much on a successful one.
If the Xavier dies, these effects fade over the course of 1d10 days.
Previous Versions
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