Xaontharq the Imprisoned

Huge undead, lawful evil

Armor Class 21

21 Hit Points 237 (25d10 + 100)

237 (25d10 + 100) Speed 0ft., fly 20ft. (hover)

STR DEX CON INT WIS CHA 10 (0) 14 (+2) 18 (+4) 20 (+5) 16 (+3) 20 (+5)

Saving Throws Str +5,Con +9,Int +10,Wis +8,Cha +10

Str +5,Con +9,Int +10,Wis +8,Cha +10 Skills Arcana +10, History +10, Perception +13

Arcana +10, History +10, Perception +13 Damage Immunities poison

poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, prone

charmed, exhaustion, paralyzed, petrified, poisoned, prone Senses darkvision 120ft., passive Perception 23

darkvision 120ft., passive Perception 23 Languages Common, Deep Speech, Undercommon

Common, Deep Speech, Undercommon Challenge 20 (25,000 XP)

Negative Energy Cone. Xaontharq's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of his turns, Xaontharq decides which way the cone faces and whether the cone is active.

Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under Xaontharq's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.

Contingency: Haste If Xaontharq drops bellow 100 hit points, he automatically benefits and starts concentrating: Until the effect ends, Xaontharq's speed is doubled, he gains a +2 bonus to AC, he has advantage on Dexterity saving throws, and he gains an additional action on each of his turns. That action can be used only to take a Bite Attack, Dash, Disengage, Hide, Use an Object action, or fire a single eye ray.

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

Rejuvenation. If Xaontharq has a phylactery and is destroyed, he gains a new body in 1d10 days, regaining all its hit points and becoming active again . The new body appears within 5 feet of the phylactery.

Turn Resistance. Xaontharq has advantage on saving throws against any effect that turns undead.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. Xaontharq shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by Xaontharq for 1 hour, or until the beholder harms the creature. Paralyzing Ray. The targeted creature must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fear Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Slowing Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a fa iled save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Enervation Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Telekinetic Ray. If the target is a creature, it must succeed on a DC 18 Strength saving throw or Xaontharq moves it up to 30 feet in any direction. The target is restrained by the ray's telekinetic grip until the start of Xaontharq's next turn or until Xaontharq is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Xaontharq can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. Sleep Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. Th is ray has no effect on constructs and undead. Petrification Ray. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10·foot cube of it. Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

Xaontharq can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn.

Eye Ray. Xaontharq uses one random Eye Ray.