Does Dragon Resist Help Again Xeno Jiva

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Image © Capcom, accessed at the Monster Hunter Wiki here

[Commissioned by @warfares-bridge​. Xeno'jiiva is the boss of the story mode of Monster Hunter: World. So I decided to make it a CR 23 creature, to serve as a capstone battle for CR 20 adventurers. I also had an ulterior motive here. Going through my indices, I have noticed some "blank spots". CRs where I don't have a creature of that type. So I have been working to fill some of these in lately. That's why the armus was a CR 18 ooze specifically, and I decided to put beast giants at CR 11. Turns out I have no CR 22 or CR 23 dragons.]

Xeno'jiiva
CR 23 CE Dragon

This massive dragon looks somehow unfinished—its wings are ragged, its pale blue skin is translucent in places, and its chest and ribcage glows an angry red. Gouts of blue fire shoot out of cracks and vents in its skin, and wreathe its body in a halo. Its head is oversized and bears two backwards-sweeping horns. Six orange glowing orbs sit along these horns, overshadowing its eyes.

The xeno'jiiva is a mysterious creature. Little is known about it, as divinations cannot detect it or generate information about it. They are known to emerge from cocoons buried within the earth in places of power, and are enraged and violent from birth. A xeno'jiiva hunts other creatures, particularly dragons, devouring their flesh and life essence and growing stronger as they do. Frighteningly, they are believed to only be a juvenile—the even more powerful safi'jiiva is rumored to be the adult form.

A xeno'jiiva is a fearsome combatant, and often comes across as reckless in its raw power. It prefers to feel life ebbing away in its jaws and claws, and so prefers to melee for the first few rounds. Only if it cannot kill a foe in this way will it rely more on mobility and its breath weapon. Not only do the fires of a xeno'jiva burn both body and soul, they also linger, setting enemies ablaze and leaving patches of deadly heat scattered across the battlefield. They are attuned to negative energy and can be injured by healing magic, but creatures that so much as touch a xeno'jiiva are burned by its intense heat.

A xeno'jiiva is over 120 feet long from nose to tail. Despite this, they can contort their bodies to fit into remarkably small passages and caves. Xeno'jiivas use this ability to enter dungeons and clear them out, killing dozens of monsters at once in their gluttony. A xeno'jiiva is an ecological disaster in the making—even a single one of these monsters can cause other creatures to flee their lairs for miles around, moving them into greater conflict with civilization. Since they kill top predators above other targets, population explosions of prey species may occur, leading to overgrazing and famine. Xeno'jiivas do not collect treasure, but leave it behind them as they slay other powerful entities.

Xeno'jiiva         CR 23
XP 820,000

CE Colossal dragon (fire)
Init
+7; Senses darkvision 120 ft., lifesense 120 ft., Perception +36, scent
Aura
frightful presence (300 ft., DC 32)
Defense
AC
40, touch 10, flat-footed 32 (-8 size, +7 Dex, +1 dodge, +30 natural)
hp
481 (26d12+312)
Fort
+27, Ref +24, Will +24; +8 vs. mind-influencing effects
DR
15/epic; Immune divinations, energy drain, fire, sleep and paralysis effects; Resist half damage from cold; SR 34
Defensive Abilities
fire shield, mind blank, negative energy affinity; Weakness vulnerable to cold
Offense
Speed
60 ft., fly 250 ft. (poor)
Melee
bite +32 (4d8+14 plus energy drain), 2 claws +32 (4d6+14/19-20 plus 1d6 fire plus burn), 2 wings +30 (2d8+7), tail slap +30 (4d6+21)
Space
30 ft.; Reach 30 ft. (40 ft. with bite)
Special Attacks
breath weapon (Ref DC 35, 1d4 rounds), burn (2d6, DC 35), drain, energy drain (1d4 negative levels, DC 32), powerful blows (tail slap), radiant heat, trample (4d6+21 plus 2d6 fire plus burn, DC 37)
Statistics
Str
38, Dex 25, Con 35, Int 8, Wis 24, Cha 29
Base Atk
+26; CMB +48 (+50 bull rush); CMD 66 (68 vs. bull rush, 70 vs. trip)
Feats
Awesome Blow, Combat Reflexes, Critical Focus, Flyby Attack, Improved Bull Rush, Improved Critical (claw), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Staggering Critical, Stand Still, Stunning Critical
Skills
Fly +24, Intimidate +38, Knowledge (arcana) +28, Perception +36, Sense Motive +36
Languages
Draconic
SQ
compression
Ecology
Environment
any land or underground
Organization
solitary
Treasure
standard
Special Abilities
Breath Weapon (Su)
A xeno'jiiva can choose between two effects of its breath weapon. The first is three 20 foot radius bursts, all of which must be within 60 feet of each other and within 200 feet of the xeno'jiva. Each burst deals 8d6 fire damage (Reflex DC 35 half). A creature that takes fire damage from a xeno'jiiva's breath weapon must succeed a DC 32 Fortitude save or take 1 negative level. If these bursts overlap, or if a creature takes damage from multiple bursts, it stacks for the purposes of overcoming energy resistance, but still deals only a single negative level. The second effect is a 140 foot line of fire that deals 24d6 fire damage (Reflex DC 35 half), and creatures that take fire damage must succeed a DC 32 Fortitude save or take 1 negative level. A xeno'jiiva may use its breath weapon every 1d4 rounds, but may choose between these two effects every time. The save DC for the fire damage is Constitution based, and the save DC for the negative level is Charisma based.
Drain (Su)
A xeno'jiiva gains 10 temporary hit points for every negative level it inflicts with either its bite or breath weapon. Temporary hit points are lost in 1 hour if not expended.
Fire Shield (Su)
A xeno'jiiva gains the benefits of a fire shield spell (warm shield only, CL 20th) as a supernatural ability.
Mind Blank (Su)
A xeno'jiiva gains the benefits of a mind blank spell (CL 20th) as a supernatural ability.
Radiant Heat (Su)
The area affected by a xeno'jiiva's breath weapon radiates lingering heat. All creatures in the area take 4d6 points of fire damage when they begin their turn in that area, or when they pass through the area, for one round. A successful DC 35 Fortitude save halves the damage. The save DC is Constitution based.

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Source: https://thecreaturecodex.tumblr.com/post/651834774798925824/xenojiiva

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