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Xzar the Chaos Clone

Medium humanoid (human), Chaotic Evil

Armor Class 15

Hit Points 121 (22d8 + 22)

Speed 30 ft.

STR 12 (+1)
DEX 16 (+3)
CON 12 (+1)
INT 20 (+5)
WIS 10 (+0)
CHA 12 (+1)

Saving Throws INT +9, WIS +4

Skills Arcana +13, History +13

Damage Resistances acid, cold, fire, lightning, thunder

Senses darkvision 60 ft., passive Perception 10

Languages Abyssal, Common, Infernal, Primordial, Undercommon, telepathy 60 ft.

Challenge 11

Chaos Phage. Xzar's infusion with the Chaos Phage gives him the following benefits:

  • Xzar regains 10 hit points at the start of his turn if he has at least 1 hit point
  • Xzar has advantage on saving throws against spells and other magical effects
  • Xzar has resistance to acid, cold, fire, lightning, thunder
  • Xzar has darkvision and telepathy to 60 feet

Grim Harvest (1/Turn). When Xzar kills a creature that is neither a Construct nor Undead with a spell of 1st level or higher, Xzar regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

No Soul. Since Xzar doesn't have a soul, resurrection magic is able to work upon him no matter how much time has passed. For example, the revivify spell would work on Xzar even a week after he died. However, spells like true resurrection and wish are unable to bring Xzar back to life if no body exists.

Actions

Multiattack. Xzar makes two Deprive attacks and uses Spellcasting.

Deprive. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft., or range 120 ft., one target. Hit: 27 (4d10 + 5) necrotic damage.

Death Eruption (1/Day). Negative energy erupts from Xzar, intensified by the Chaos Phage. Any creature in a 60-foot-radius sphere around Xzar (but not including Xzar) must make a DC 17 Constitution saving throw. A creature takes 36 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Xzar's next turn as a zombie under his command.

Source

MaBJoV, p. 128