Arden's Final Confrontations

by ArgenisDBarrios

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Arden's Final Confrontations

Adrius, The Dreadhorde Emperor

A low-born peasant, Adrius rose to power through the hardships and travesties he endured during his time within the Imperial army of his homeland alongside his brother Ocrisius. It was quite apparent that the two had much talent from the start. The two were inseparable on the battlefield, and they were a storm of blood and steel to all those who met them. Stories would rise not long after they arrived from the opposite side that would speak on the terror they brought upon those who faced them.
Their reputation would grow with each battle as those who heard their name herald them as the greatest warriors and tacticians. Adrius would become known for his wit and tactical mind, whilst his brother's strength and masterful skill with a blade set them apart from all the rest they fought alongside. Their bond as brothers was unbreakable.


It was when the Emperor at the time sent the brothers to fight against the calamitous dragon, Xhor'gis, that the fates would turn against them. Adrius and Ocrisius were given a legion of men to fight alongside to slay the dreaded wyrm. However, even to such brilliant combatants, they were no match for the dragon's immeasurable power.
After losing most of their men at the foot of Mount G'Hena, the lair of Xhor'gis, Adrius lay bloodied and beaten surrounded by a field of death and ruin. Ocrisius continued to command the remaining men but to no avail. The dragon was just far too powerful. However, Adrius would not stay down as he would stand once more to join his brother's side. They would finish this, or die together.


It was here, when the only thing that remained were the brothers that they learned that the Emperor had sent them to Xhor'gis to be sacrificed to safeguard the Empire.
A long deal made at the inception of the first kingdom within the land, kept together by the blood of the strong.


Xhor'gis, in those last moments, lamented how powerful the two brothers were. It wanted to see them grow even more, so it gave the two an option. It would only consume one of their souls, and it would let the other go. Although, he would give them a seed of more power to take with them.


Adrius wanted to be the one to die at that moment, but he was too weak from the battle, and this allowed Ocrisius to make himself the martyr. Adrius watched as the dragon consumed his brother before his eyes, then used his command over life and death to warp Adrius into a Knight of Death who would take command of the undying around him. Xhor'gis bid him take the souls of the fallen surrounding him and bring his wrath towards the bloodline who caused all this to take place.


When he rose from the ground, the cacophony of wailing souls sang a chorus to his ascension. He would bring his Dreadhorde to that Empire and bring ruin to the Emperor.


Silently that day, he also made a promise to return to Mount G'hena. whereupon his arrival, he would slay Xhor'gis and mount his head at the top of his new throne.



Adrius, The Dreadhorde Emperor

Large Undead, Lawful Evil


  • Armor Class 24
  • Hit Points 525 (50d10 + 250)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 28 (+9) 24 (+7) 22 (+6) 24 (+7)

  • Saving Throws Con +18, Int +16, Wis +15
  • Skills Athletics +19, Intimidation +16, Perception +15
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
  • Senses truesight 120 ft., passive Perception 25
  • Languages Abyssal, Common, Draconic, Infernal
  • Challenge 30 (155,000 XP)

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

Dreadhorde (1/Day). When Adrius rolls initiative he conjures 1 Lich, 1 Death Knight, and 1 Skull Lord. Alternatively he may conjure Undead creatures whose combined average hit points don't exceed 320. These creatures magically form from the souls of those he has slain in an unoccupied spaces within 200 feet of Adrius and obey his commands until they are destroyed or until he dismisses them. Creature's conjured this way can't use their legendary actions.

Dread Aura. Any creature that starts its turn within 30 feet of Adrius must succeed on a DC 24 Constitution saving throw or take 18 (4d8) necrotic damage, and Adrius' attacks critical on a 19 and 20 against it until the start of their next turn on a failure. Undead creatures are immune to this aura.

Immortal Emperor. Adrius controls six Dreadhorde Generals who command his undead armies. When he drops to 0 hit points, his soul escapes his current body and leaves to inhabit the body of one of his generals with half his hit points. So long as his generals remain alive and are in the same plane of existence as him, Adrius can use his action to share his senses through one of them allowing him to see through their eyes, hear what they hear, and speak through them.

Soul Stealer. A creature reduced to 0 hit points from damage dealt by Adrius must make a DC 24 Constitution saving throw or it dies and can't be resurrected through magic short of a Wish spell, until Adrius dies or releases their soul.

Turning Defiance. Adrius and any other undead creature within 60 feet of it have advantage on saving throws against effects that turn Undead.

Actions

Multiattack. Adrius makes three attacks with his Life Stealing Blade or his Soul Blast and uses his Soul Whelm.

Life Stealing Blade. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit 19 (2d8 + 10) slashing damage plus 33 (6d10) necrotic damage, and Adrius regains 10 hit points.

Soul Blast. Ranged Spell Attack +16 to hit, range 120 ft., one target. Hit: 18 (2d10 + 7) cold damage.

Soul Whelm. Adrius surrounds a creature it can see within 60 feet of him with the souls of those he's killed. The target must make a DC 24 Constitution saving throw or take 35(10d6) cold damage and 35(10d6) necrotic damage, and it can't regain hit points until the start of Adrius' next turn on a failure. On a success, the target takes half as much damage, and suffers no further effects.

Bonus Actions

Legendary Command. Adrius can command an undead creature he controls within 60 feet of him to make one weapon attack roll at a creature within their range, or use one of their legendary actions.

Soul Step. Adrius teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. each creature within 10 feet of the space Adrius left must make a DC 24 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. Adrius adds 5 to its AC against one melee attack that would hit it. To do so, Adrius must see the attacker and be wielding a melee weapon.

Undying Apocalypse (Recharge 5-6). When a creature is reduced to 0 hit points within 120 feet of Ardius, he causes a vortex of souls to rise from the target. Each creature in a 20-foot-radius, 60-foot-high cylinder centered on the creature must make a a Wisdom saving throw taking 39 (6d12) cold damage, and 39 (6d12) necrotic damage on a failed save or half as much damage on a successful one. The area within 120 feet of the blast than becomes desecrated ground.

Legendary Actions

Adrius 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. Adrius regains spent legendary actions at the start of their turn.

Strike. Adrius makes one attack with his Life Stealing Blade or his Soul Blast.

Graveborn Curse (Cost 2 Actions). Adrius chooses a point within 120 feet of him that he can see. A whirlwind of souls covers a 20 foot radius and lasts until the end of Adrius' next turn. Undead creatures in that area have advantage on attack rolls and can dash, and disengage as a bonus action.

Vital Outburst (Cost 3 Actions). Adrius targets a creature within 60 feet of him and they must make a DC 24 Constitution saving throw or expend a hit die and deal 22 (4d10) necrotic to each creature within 30 feet of it. If the target does not have a hit die to expend they instead take one level of exhaustion.

Califax, Keeper of the Wilds

The constant expansion by mortal kind hurt the soil with its insatiable hunger as it sucked the nutrient from deep within the root of the realm. Califax was a simple druid in her younger years. She grew up in a secluded grove that paid reverence to the Gods and Goddesses of the wilds.
They stood by as protectors of the lands surrounding their grove and kept the balance of nature between beast and men. In many ways, Califax was placed in the right place to witness the atrocities that mortals could enact if left to their own devices. They are nothing if not filled with ambition.


It was the ambition that would lead a band of misguided hunters to tramble upon Califax's grove and her people when they believed them to be the source of a disease that plagued their small village to the north. Their violent actions would leave only Califax among the survivors as she witnessed her brothers and sisters burned along with the grove they protected. In a rage, she commanded the elements around her and buried the small little hunters below the ground alive.


As she attuned to those elements she heard the words of the very elemental chaos speak within her mind. A promise of unmatched power to use against those who would threaten the natural world. As she stood before the soil where the hunters were buried, and as the last scream was snuffed, she simply accepted the offer. What more was there to do but to rid the earth of any who would harm it?


As the forest around her rose in their wrath she marched North and destroyed every village in her path. Many died and were displaced by the fury of the wilds.


With every building crumbling along the path, nature would retake its place. Trees would grow from the corpses of those killed as they fed their nutrients to them.


When the earth calmed, Califax took her waking forest to the north. At the foot of a great tree as tall as the mountains that surrounded it, and within the trunk she attuned herself to everything around her. She crafted an elemental core within the bark of the tree using her mortal heart as the catalyst. Leaving behind any fragment of her mortality with this final act of defiance against the gods who made her.


In the end, this act exhausted Califax. In her defiance, she would force herself into a deep slumber for hundreds of years. Time passed and people healed. With enough time, people forget the pain of the past. With enough time, people forget the name of the one who would bring their realm back to its most natural state.


With enough time, the keeper of the wilds would reawaken, and lead the fury of the forest down from the North, until the only thing left upon her awakening is the man-made mulch.



Califax, Keeper of the Wilds

Huge Elemental (Druid), Neutral


  • Armor Class 23 (Natural Armor)
  • Hit Points 625 (50d12 + 300)
  • Speed 50 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 26 (+8) 28 (+9) 22 (+6) 30 (+10) 26 (+8)

  • Saving Throws Int +15, Wis +19, Char +17
  • Skills Insight +19, Nature +15, Perception +19
  • Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, stunned
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 29
  • Languages Common, Druidic, Primordial, Sylvan
  • Challenge 30 (155,000 XP)

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

Call of the Wild (1/Day). When Califax rolls initiative the ground within 500 feet of her becomes difficult terrain, A creature in the area when the ground transforms must make a Strength saving throw. On a failed save, they are restrained by entangling roots and thorns, and take 26(4d12) piercing damage, or they take half as much damage and aren't restrained on a successful saving throw. A creature that moves at least 5 feet through the ground takes 6(1d12) piercing damage. Califax is not affected by the effects of the ground.

Fury of the Forest (1/Day). When Califax reaches half of her total hit points or lower for the first time, she conjures 3 Treants to her side. While the Treants are within the area created by Califax's Call of the Wild ability, their movement speed increases by 10 feet, their attacks deal an additional 6(1d12) piercing damage, and the range of their attacks are doubled.

Conflagration Ward. If Califax takes fire damage on a turn, her next attack has advantage.

Magic Resistance. Califax has advantage on saving throws against spells and other magical effects.

Sunlight Rejuvenation. Califax regains 40 hit points at the start of her turn. If Califax takes necrotic damage, this trait doesn't function at the start of Califax's next turn. If Califax is under direct sunlight she instead regains 60 hit points at the start of her turn. Califax dies only if she starts her turn with 0 hit points and doesn't regenerate. If Califax dies, her body regenerates, returning to life 13 (2d12) days later in her lair.

Tree Step. Once on each of her turns, Califax can use 10 feet of her movement to magically step into a living tree within 5 feet of her and emerge from a second living tree within 60 feet of her that she can see. appearing in an unoccupied space within 5 feet of the second tree. The trees need only be medium or larger.

Actions

Multiattack. Califax makes three attacks in any combination with her Emerald Scimitar and Lashing Vines, and uses her Restore Nature or cast a spell.

Emerald Scimitar. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit 19 (3d6 + 8) slashing damage, and the target is grappled by vines (escape DC 20). Until the grapple ends, the target takes 22(4d10) piercing damage at the start of each of its turns. Califax can only grapple two creatures with her Emerald Scimitar at a time.

Lashing Vines. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. The target must make a DC 27 Strength saving throw or fall prone on a failed save.

Restore Nature. Califax targets a Plant, or Fey creature within 60 feet of her. The target regains 32(5d8 + 10) hit points, and can end a spell of 5th level or lower affecting the target as part of this action.

Spellcasting. Califax is a 20th level spellcaster, she casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 27):
At will: Absorb Elements, Cure Wounds, EarthbindXGE, Lesser Restoration, Plant Growth.
1/Day each: Earthquake, Heal, Shapechange, Transport via Plants, Wall of Thorns, Wall of Stone, Wall of Fire.

Bonus Actions

Earthen Spike. Califax causes the ground around her to shatter as she shapes the shrapnel into an impaling spear. She targets a creature she can see within 60 feet of her. The target must make a DC 27 Dexterity saving throw. On a failure, they take 11(2d10) Piercing damage are pushed 10 feet away, and are restrained by the spike (escape DC 20). A creature can also attack the spike to destroy it. It has an AC of 18, 50 hit points, and is immune to poison and psychic damage.

Reactions

Overgrowth When a creature within Califax's area conjured by her Call of the Wild feature reaches 0 hit points she can use her reaction to cause the roots and thorns to inter them into the earth. The target has disadvantage on death saving throws and automatically fails one death save at the end of their turns. If a creature dies while affected by this ability Califax gains 22(4d10) temporary hit points.

Legendary Actions

Califax 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. Califax regains spent legendary actions at the start of their turn.

Attack. Califax makes one Emerald Scimitar, or one Lashing Vines attack

Pull of the Land (Cost 2 Actions). Califax conjures roots in four different unnocupied spaces she can see within 120 feet of her. Each vine targets a creature within 60 feet of it. A target must make a Strength saving throw DC 27 or be pulled 30 feet towards the vine.

Dramoren, The Blood Father

I have shed enough blood to allow millions to be torn apart by my children. The nights are long and full of dread because of the curse I have placed upon them. The creatures that haunt your nightmares and threaten to drain you of your blood are countless. What can I say? It was only a matter of a single drop of blood."


Dramoren, known simply as The Blood Father, is the progenitor of all vampires within the realm. Throughout history, his name has appeared in the texts of many vampiric lords who pay reverence to him with every person they drain dry. Some believe this is out of fear rather than respect. Blood may go far, but the power he holds over vampires across the realms never truly allows them to be free.


Vampire spawns across the realm often invoke his name, hoping to become true vampires one day and free themselves from the chains and bonds they owe their masters. They often study the final texts left behind by Dramoren in the care of his first children, detailing a code of rules to survive in the world of mortals. Over the centuries, this code has evolved into something far more complex, birthing an order of vampires known as The Fold.


Vampires across the nations adhere to a set of by-laws written by The Fold, established by the five elder vampires Dramoren first turned, now forming the Elder Court. This ensures that those cloaked by the night act in a manner that avoids their eradication.


Every vampire is expected to be a part of the Sanguine Iuris; those who are not are considered outlaws in the eyes of the Elder Court. They are brought to trial if caught, with the Court having the final say on their fate. Not all who stand trial are killed; many fledgling vampires outside the Iuris are unaware of the court's existence. Thus, when found, they are given the choice to join, though their only other option is to return to the earth. When a fledgling is born within the Sanguine Iuris, they receive a brand, a quick procedure where the Court removes part of their skin in an area of their choosing, marking them as part of a house within The Fold. Their names are then written in the Bloodline Chronicle, kept by the Elder Court.


The uniformity of law among the Houses of the Elder Court is paramount to the survival of those within the fold; therefore, it is in the interest of the great houses to maintain amicable relations between them. Each house is allocated a parcel of land to call their own, strategically positioned to minimize accidental incursions into neighboring domains.

It is not uncommon for one house to pay a visit to another, fostering the exchange of information, occasional blood feasts, trade of goods, and the formation of rare alliances. However, the members of the greater houses largely understand their place and tend to keep to themselves within their lands, adhering diligently to the Iuris.


The followers of the Iuris, and by extension, followers of the Blood Father are feared far and wide. Their complex web of interests intercept many different stations within kingdoms, empires, and nations. One can be sure that a member of the Fold might have a part within their societies.



Dramoren, The Blood Father

Medium Undead, Neutral Evil


  • Armor Class 24
  • Hit Points 652 (40d8 + 472)
  • Speed 40 ft., climb 40 ft., fly 40 ft. (Hover)

STR DEX CON INT WIS CHA
29 (+9) 30 (+10) 28 (+9) 20 (+5) 26 (+8) 26 (+8)

  • Saving Throws Dex +19, Wis +17, Cha + 17
  • Skills Insight +14 , Perception +23, Stealth +28
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
  • Senses truesight 120 ft., passive Perception 33
  • Languages All, telepathy 120 ft.
  • Challenge 30 (155,000 XP)

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

Blood Moon (1/Day). When Dramoren rolls initiative, he conjures a large 60-foot radius sphere that rises 500 feet above him. The area within 10 miles of the orb is shrouded in magical night even if it is daytime. Creatures with 100 hit points or less gain a short term madness. Creatures with 50 hit points or less gain a long term madness. Creatures with 25 hit points or less die instantly and rise as Vampire Spawns. Other creatures must make a DC 25 Wisdom saving throw or take 18 (4d8) Psychic damage and be stunned until the end of their next turn.

Blood Craving. Dramoren has advantage on melee attack rolls against any creature that has less than half of its total hit points.

Crimson Regeneration. Dramoren regains 40 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Dramoren dies only if he starts his turn with 0 hit points and doesn't regenerate. If Dramoren dies, his body regenerates, returning to life in 1d100 nights in an unoccupied space in his Domain of Blood.

Exhilarating Surge. Dramoren adds a 1d8 to his initiative for each creature who doesn't have all their hit points within 60 feet of him.

Rise and Serve. A corpse within 60 feet of Dramoren rises as a Vampire Warrior on the turn after their death under his command at the start of his turn.

Magic Resistance. Dramoren has advantage on saving throws against spells and other magical effects

Turning Immunity. Dramoren is immune to effects that turn Undead.

Actions

Multiattack. Dramoren makes three attacks in any combination with Acordia or his Essence Crush, and cast a spell.

Acordia, the Blood Song. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit 23 (2d12 + 10) slashing damage, plus 26 (4d12) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the target must make a DC 25 Constitution saving throw. On a failure the target expends 2 of their hit dice, rolls them and adds their constitution modifier to the total. Dramoren gains a number of hit points equal to the result. If a creature has no hit dice to expend they instead take a Constitution score reduction of 1d4. The target dies if this reduces its Constitution to 0. A creature within 30 feet of the target may expend their hit dice as a reaction instead of the target.

Essence Crush. Ranged Spell Attack: +17 to hit, reach 60 ft., one target. Hit 22 (4d6 + 8) Psychic, and the target must make a DC 25 Intelligence saving throw. On a failure the target can't take reactions until the end of their next turn.

Purge the Living (recharge 5-6). Dramoren purges all life within a 120-foot radius centered on him. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, the creature takes 78 (12d12) Necrotic damage. On a successful save, the creature takes half as much damage. If a creature is reduced to 0 hit points by this damage their body becomes desiccated and they die.

Spellcasting. Dramoren is a 20th level spellcaster, he casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 25):
At will: Impaling Spears, Clairvoyance, Dispel Magic
1/Day each: Blade of DisasterTCE, Exsanguinate, Feeblemind, Unleashed Vigor

Bonus Actions

Blood Pools. Draemoren conjures a pool of blood that covers a 10-foot radius in a space he can see within 120 feet of him that remains in that space for 10 minutes. On subsequent turns, Dramoren can use his bonus action to teleport between pools of blood within 30 feet of each other. If a creature is standing on a pool of blood, he can use his bonus action to force them to make a DC 25 Charisma saving throw, or be teleported to a pool of blood of Dramoren's choice on a failure.

Reactions

Vigorous Spell. When Dramoren casts a damaging spell, he may expend a number of Hit Dice up to 4. Roll the dice, and add the total to the spells damage.

Legendary Actions

Dramoren 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. Dramoren regains spent legendary actions at the start of their turn.

Acordia (cost 2 actions) Dramoren makes one Acordia attack at a creature within 40 feet of him.

Blood Portal. Dramoren teleports to one of his blood pools within 60 feet of him.

Essence Crush. Dramoren makes one Essence Crush attack.

Etagash, Primal Calamity

A colossal beast, whose every step reverberates through the earth. The queen of all beasts, the harbinger of storms, a primal calamity—these are but a few names bestowed upon Etagash. Some believe her to be among the first creatures crafted and placed upon the mortal realm by the Gods. Others speculate she was forged by the Dwarves within the western mountains. There are even tales of her lineage tracing back to the elemental lord of lightning. Whatever the truth, one fact remains: Etagash slumbers deep within the ocean's abyss, in the unfathomable depths of the trenches below.


The waters surrounding her domain are well-known to sailors and pirates who frequent the area. Storms rage incessantly, and the water itself crackles with electrified energy. Few living creatures call this place home, but many elementals are drawn to the condensed primal energies that envelop Etagash.


Scholars have embarked on expeditions, employing ships and specialized teams of divers to delve into the depths in search of the slumbering beast. Their goal: to collect samples of the crystalline formations said to grow from her back, containing pure elemental lightning, which she wields against her adversaries. However, upon their return, the only valuable information they brought back was the perilous infestation of catastrophic creatures lurking within the depths. They caught a glimpse of Etagash's shining crystals before they were forced to retreat to preserve their lives and those of their hired guards.


It was also crucial to note that their equipment, designed to withstand the electrified waters, could only endure a limited amount of the currents pulsating through the area. Should they ever venture forth again, they must significantly enhance their gear to reach their target successfully. Additionally, they will require a larger contingent of adventurers willing to brave the treacherous depths, confronting monstrous creatures and elemental beings along the way.


In recent times, a small group of scholars has begun preparations for a daring expedition into the abyssal trenches once more. They have distributed numerous flyers, seeking volunteers enticed by the promise of great wealth and the opportunity to obtain rare materials unattainable by any other means. It is a once-in-a-lifetime chance for those bold and adventurous enough to seize it.


For those who dare to accept the challenge, a perilous journey awaits. They must navigate through the treacherous waters teeming with formidable creatures, engaged in a relentless struggle for supremacy—a battleground where beasts and monsters clash in a primal contest of dominance.



Etagash, Primal Calamity

Gargantuan Beast (Titan), Unaligned


  • Armor Class 25 (natural armor)
  • Hit Points 720 (40d20 + 300)
  • Speed 60 ft., burrow 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 30 (+10) 12 (+1) 24 (+7) 22 (+6)

  • Saving Throws Dex +12, Wis +17, Cha +15
  • Skills Intimidation +24, Perception +26
  • Damage Resistances acid, cold, fire
  • Damage Immunities lightning, poison, thunder ; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
  • Senses blindsight 120 ft., passive Perception 36
  • Languages -
  • Challenge 30 (155,000 XP)

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

Amphibious. Etagash can breathe air and water.

Crippling Presence. Etagash commands the area surrounding her with absolute authority. All creatures that start their turn within 120 feet of Etagas must succeed on a DC 25 Wisdom saving throw or become frightened, and their speed becomes 0 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 Etagash's Crippling Presence for the next 24 hours.

Catastrophic Movement. When Etagash takes the Dash action, the area within a 120-foot radius centered on her rumbles beneath her steps. Creatures in the area must make a DC 25 strength saving throw or fall prone. Structures Etagash comes in contact with when she dashes take 100 bludgeoning damage. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 28 (8d6) bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. If Etagash is in the water when she dashes she causes a tidal wave to form that 120 feet long, 30 feet tall, and 30 feet wide. Creatures caught in the wave must make a DC 25 Dexterity check or take 28 (8d6) bludgeoning damage and be pushed 60 feet in the direction of the wave.

Calamitous Size. Etagash can move through the space of Huge or smaller creatures

Magic Resistance. Etagash has advantage on saving throws against spells and other magical effects

Siege Monster. Etagash deals double damage to objects and structures.

Actions

Multiattack. Etagash makes four attacks: one with its bite, and three with any combination of its claw or lightning bolts.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Etagash can't bite another target.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing damage.

Lightning Bolts. Ranged Weapon Attack: +19 to hit, reach 120 ft., one target. Hit 28 (8d6) lightning damage.

Galvanic Blast (Recharge 5–6). Etagash exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) lightning damage. On a successful save, the creature takes half as much damage.

Swallow. Etagash makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Etagash, and it takes 56 (16d6) acid damage at the start of each of Etagash's turns. If Etagash takes 60 damage or more on a single turn from a creature inside it, Etagash must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Etagash. If Etagash dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Reactions

Electrified Veins. When a creature within 30 feet of Etagash damages her, she can send a bolt of lightning towards them. They must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 22 (4d10) lightning damage and they become incapacitated. On a success, the creature takes half as much damage and are not incapacitated.

Legendary Actions

Etagash 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. Etagash regains spent legendary actions at the start of their turn.

Attack. Etagash makes one Claw attack.

Swallow (cost 2 actions). Etagash uses her Swallow.

Primal Storm (Cost 3 actions). Etagash causes the a thunderstorm to for around her and a lightning bolt comes down a creature she can see within 60 feet of her. The target must make a DC 25 Dexterity saving throw or take 22 (4d10) lightning damage and it can't take reactions until their next turn on a success, or it takes half as much damage and suffers no other effects on a failure.

Xhor'gis, The Soulreaver

Deep within Mount G'hena lies the lair of Xhor'gis, the Soulreaver. A calamitous great wyrm whose power is unmatched by others of his kind. They fear his name and his command over the mortal souls of all living beings. As all who live must one day meet their end, Xhor'gis awaits his chance to consume the souls of those he finds intriguing to satisfy his hunger.


While most dragons may fancy their hoards to be lined with gold, relics, and ancient magical items, Xhor'gis fills his hoard with the life essence of mortals. His lair is known to those who carry the morbid knowledge as the Hall of Souls, where he gathers the everliving souls of powerful mortals. He lines his hall with them and places them on display for his amusement. Many mortals have attempted to strike at the greater only to be killed and added to his hoard. Among the many powerful mortal souls that Xhor'gis has claimed the two brothers Adrius and Ocrisius are well known to have fought and failed to fell the dragon. Only Adrius having come out the other end twisted and reformed into what he is today.


Xhor'gis holds a great number of demons under his command who he uses as his eyes and ears outside his Halls. They go out into the realm in search of powerful souls to add to his hoard. Demons who perform admirably are granted a great deal of power by Xhor'gis, they are twisted and given a modicum of mastery over life and death as Xhor'gis himself does. They remain at his side only out of fear, as he holds a tome within his halls containing the true names of all his demonic servants. It is not known how Xhor'gis was able to get a hold of this information, but he guards it and keeps it safe along with a great deal of many secrets.


Within his lair, Xhor'gis is said to experiment with the very fabric of what composes the souls of those he has entrapped within. Twisting them and reshaping them, turning them into weapons, crafting soul gems, and using them to create powerful undead who serve him and guard the entrance to his sanctum.


In recent times, Xhor'gis has begun to more actively seek powerful souls to add to his lair. More and more demonic sightings have been seen among the many nations of the realm, and individuals across all walks of life have gone missing in the middle of the night.


Many leaders have put out a call for individuals to aid them in an attempt to uncover the truth behind the many disappearances, with the promise of land and titles.


Wealthy merchants who have lost their families and loved ones have started to put out their entire fortunes as a reward to any who would be able to return them alive, or at the very least to slay the one responsible for causing their death.


Regardless of the truth, any who embarks on such a journey is sure to find themselves wrapped around the plots of the great wyrm and whatever he has in store for the realm.



Xhor'gis, The Soulreaver

Gargantuan Dragon, Chaotic Evil


  • Armor Class 25 (natural Armor)
  • Hit Points 750 (40d20 + 330)
  • Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 30 (+10) 26 (+8) 24 (+7) 28 (+9)

  • Saving Throws Dex +12, Con +19, Wis +16, Cha +18

  • Skills Intimidation +27, Perception +25

  • Damage Immunities acid, cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks

  • Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned

  • Senses truesight 120 ft., passive Perception 35

  • Languages Abyssal, Common, Draconic

  • Challenge 30 (155,000 XP) +9


Legendary Resistance (5/Day) If Xhor'gis fails a saving throw, he can choose to succeed instead.

Magic Resistance. Xhor'gis has advantage on saving throws against spells and other magical effects

Hoard of Souls. Xhor'gis hoards the souls of those he's slain and can use them to sustain himself. Xhor'gis regains 40 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Xhor'gis dies only if he starts his turn with 0 hit points and doesn't regenerate. If Xhor'gis dies, his body regenerates, returning to life in 9 (2d8) weeks later within his lair.

Soulrending Orbs (1/Day). When Xhor'gis rolls initiative he creates 3 large orbs the glow a dim blue light in a 60 foot radius. He places each of them in an unoccupied space within 60 feet of him where they hover. Creatures that start their turn within the light of an orb must make a DC 26 Constitution saving throw. On a failure, the creature can't regain hit points until the end of their next turn. The orbs can be destroyed, each orb has an AC of 21, and 120 hit points. When an orb is destroyed they explode with deathly energy. Each creature other than Xhor'gis within a 20 foot radius centered on the orb must make a DC 26 Dexterity saving throw or take 44 (8d10) necrotic damage on a failure, or half as much damage on a successful save.

Wrath of the Soul Stealer (1/Day). When Xhor'gis reaches half of his total hit points or lower for the first time, he conjures 3 NabassuMPMM to an unoccupied space he can see within 120 feet of him. If a Nabassu summoned by xhor'gis kills a creature with its Soul-Stealing Gaze that creature rises as a BoneclawMPMM instead of a Ghoul.

Actions

Multiattack. Xhor'gis makes four attacks: two with his vortexblade, 2 soul ruptures, and casts a spell.

Forceblade. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) slashing damage plus 19 (3d12) force damage. The target must make a DC 26 Strength save or be pulled 20 feet towards Xhor'gis and have their speed reduced by 10 feet until the end of their next turn.

Life Rupture. A creature within 120 feet of Xhor'gis must make a DC 26 Intelligence saving throw. On a failed save, a creature takes 36 (8d8) necrotic damage and their speed is halved. On a successful save, a creature takes half as much damage and their speed is not halved.

Vortex of Souls (Recharge 5–6). Xhor'gis conjures whirlwinds of souls. Each creature in a 30 foot radius, 40 foot high cylinder centered on five points Xhor'gis chooses must make a DC 26 Dexterity saving throw. A creature takes 33 (6d10) necrotic damage and 33 (6d10) force damage on a failed save. and each creature in the areas of Xhor'gis' choice that has been dead for no longer than 24 hours is raised as a Shadow HorrorGGR

Spellcasting. Xhor'gis is a 20th level spellcaster, he casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: Chill Touch, Hellish Rebuke,Scrying, Telekinesis,
1/Day each: Meteor Swarm, Maze, Reverse Gravity, Soul CageXGE

Bonus Actions

Move Orb. Xhor'gis moves one of his soulrending orbs anywhere within 60 feet of them.

Consume Soul. Xhor'gis consumes the life of a soul trapped within one of his soulrending orbs. He regains a number of hit points equal to twice that creature's CR or class level.

Reactions

Buffeting Winds. Xhor'gis flaps his wings when a creature moves within 30 feet of him. The target must make a DC 26 Strength save or be knocked prone.

Trap Soul. Xhor'gis traps a creature's soul that dies within 120 feet of him within one of his orbs.

Legendary Actions

Xhor'gis 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. Xhor'gis regains spent legendary actions at the start of their turn.

Attack. Xhor'gis makes one forceblade attack.

Crushing Rupture (costs 2 Actions). Xhor'gis uses his life rupture. If the target fails their saving throw they become Incapacitated until the end of its next turn.

Shatter Mind (costs 3 Actions). Xhor'gis targets a creature he can see within 60 feet of him and the target makes a DC 26 Intelligence saving throw. On a failed save, the target takes 39 (6d12) psychic damage and they become frightened of Xhor'gis until the end of their next turn.

Arden's Final Confrontations

An extensive list of creatures to end your campaigns with! A compendium of challenging encounters to throw at your players at the end of their tale.

Final Confrontations (V 1.0) by u/ArgenisDBarrios

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