Creation & Oblivion
Once upon a time, there was nothing. No light, no sound; no matter, no energy. Nothing existed, but the void.
One day, from that void, sprung two entities — two dragons, with ultimate dominion over this new world. One of them took upon themselves the power of creation, and began crafting infinite worlds and universes in which life could arise and thrive. From her efforts, countless civilizations came to be across all manner of worlds and with all types of magic and technology, resulting in a massive, vibrant multiverse.
But as all things begin, so too must all things end. These created worlds would eventually run their course, and devolve into little more than rubbish taking up space in a vast garden of universes. Someone needed to clean the refuse, to make way for newer, brighter worlds — but the creation dragon could not bring herself to do it. These worlds were her children, her precious creations. But even her desires could not change the blight these old, dead worlds presented to the multiverse.
And so, the second dragon took it upon himself to be the cleanser of refuse, the one to consign dead worlds to annihilation. His role was not to create, but to destroy, so as to make more space for thriving life. And in time, he would come to embrace his status... as Xuma, Dragon God of Oblivion.
Xuma, Dragon God of Oblivion
Xuma is one half of a pair of dragon gods that oversee the multiverse, with his counterpart being Miris, the Dragon God of Creation. Xuma and Miris are the highest gods of all, with nothing above them, and everything below them. They answer to no one, and have no more interest in the lives of individual mortals or lower dieities than a gardener would have in the individual cells of the plants they tend to.
Chiefly, this means that the vast, vast majority of mortals haven't the slightest idea that either Xuma or Miris exist. There are no clerics of Miris, no paladins of Xuma, no adherents of the Dragon Gods of the multiverse. They exist on an entirely different plane of existence than normal worlds.
So how, then, does Xuma become relevant?
Role of the God of Oblivion
As the Dragon God of Oblivion, Xuma's primary responsibility is to devour worlds that have reached their end. In this capacity, he is completely unstoppable; no being in existence can prevent Xuma from annihilating a world whose time has come.
But he has taken upon himself a secondary responsibility: to watch over and maintain the world order, so as to prevent Miris's garden of worlds from 'falling ill' or 'becoming corrupted'. In this capacity, he is far from limitlessly powerful; he actually has limited domain over worlds whose time has not yet come. When policing worlds in this manner, he must inject an Aspect of himself into the target world, and allow the Aspect to grow in power. Then, the Aspect would destroy the world from within, allowing it to reach its end and enable Xuma proper to devour it. But these Aspects, while immensely powerful, are nonetheless limited; if one is defeated, then Xuma must start the process all over again, which can take centuries.
In this time, it is possible for a world's 'illness' to disappear on its own. If it does, then Xuma will spare the world, and allow it to reach its end naturally. Thus, the gods of individual worlds will often take it upon themselves to try and cleanse these ills, but even the gods' hands are tied in these matters. As for why that is, it all comes down to what Xuma considers to be a 'world illness'.
World Illnesses
In Xuma's eyes, a world falls ill when it becomes aware of the greater multiverse in which it exists. Knowledge of Miris, Xuma, or other worlds' existence are banned under Xuma's watch, as such knowledge only encourages mortals and dieties to attempt to reach beyond their ken. Xuma has witnessed these sorts of knowledge lead to worldly demises many times in the early multiverse, and as the keeper of Miris's garden of worlds, he has no patience for it.
In short: the more widespread knowledge of the multiverse is in a universe, the 'sicker' the world is. If that knowledge becomes widespread enough, then Xuma will begin the process of injecting an Aspect to end the world, in order to prevent further spread of that multiversal knowledge.
To this end, world gods will often go to great lengths to prevent the spread of multiversal knowledge. However, their actions in this regard are limited by the very fact that they cannot themselves overtly acknowledge Xuma's existence. This allows for certain nefarious, knowledge-seeking individuals to worm their way through the cracks... like, for example, a wizardly big bad who seeks out multiversal knowledge, damn the consequences.
Lost Creatures & Remnants
The biggest examples of multiversal 'contamination' are known as Lost Creatures and Lost Remnants. Lost Creatures are creatures who have been displaced from their home universe; Lost Remnants are the same, but as magic items.
Lost Creatures and Remnants are often powerful and behave in strange ways, or use magic and abilities that seem completely foreign to their new world.
Lost Item Examples
In my campaign, I represented Lost Creatures and Remnants as objects and creatures from existing IPs. So my players fought monsters from Monster Hunter, mechs from Lancer, or Shepard & their squad from Mass Effect, all while picking up magic items from Fire Emblem, Halo, and Metroid Prime. You don't have to do it this way, obviously, but basing creatures and items off of existing IPs can be great as a starting point for Lost Creatures or Lost Remnants.
The mere existence of Lost Creatures or Remnants in a world is worse than simple knowledge of the multiverse, and is a quick way to draw Xuma's attention, as they represent blatant violations of the world order.
Dragon Nature
While Xuma may be a god, he is also a dragon, and possesses a quality inherent to many dragons: the pressing need to gather a hoard. However, Xuma's hoard does not consist of mere trinkets, or even physical objects. Xuma's hoard is actually made up of the limitless knowledge and information that he has claimed from the worlds that he has devoured.
Accessing this virtually infinite store of information is incredibly, incredibly difficult. But for anyone who is able to achieve the impossible, vast knowledge of unknowable, foreign worlds awaits.
Use in a Campaign
In my campaign, Xuma was the end-game boss, the final plot point that everything built towards. The 'big bad' evil wizard desired access to the vast information in Xuma's hoard, and thus conspired to end the world. Then, while Xuma was distracted with devouring the world, the wizard would have time for a quick glimpse into Xuma's hoard before jumping to a new universe to begin the whole process over again.
In this respect, the party dealt with an Aspect of Xuma, rather than the full god himself. As the Aspect incubated, magic in the world grew more haywire. I implemented this using wild magic rules, where the die to trigger wild magic decreased over time from a d20, to a d19, to a d18, etc. until wild magic happened all the time. (I ran the campaign using Foundry VTT, hence the ability to use 'unconventional' dice.)
The party fought their way through the wizard's lair, killed him, and then ended the campaign by confronting the Aspect of Xuma in a pocket dimension that was otherwise inaccessible by planar magics. The Aspect had four phases and a variety of minions, making for a deadly and definitive campaign finale.
Lair Actions
On initiative count 20, losing ties, Xuma can use one of the following abilities. He cannot use the same ability two rounds in a row.
These lair actions are available to all four phases.
Appearance of the Void. The Void briefly overlaps Xuma's lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point Xuma can see within 150 feet of him. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 20 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until Xuma uses this lair action again or until he dies.
Gravity Negation. Xuma negates natural gravity within his lair (an area affected by Gravitic Breath or Gravitic Pulse is unaffected). Creatures drift 10 feet away from the ground and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.
Intersection. Xuma rips the fabric of space, forcing two creatures within 150 feet of him to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 20 Strength saving throw.
Summon Void. Xuma summons 2 Void Aspect Minions into any unoccupied space in his lair.
Xuma's Features
Fighting Xuma's Aspect is a four-phase fight. All four phases possess the following features:
Paragon Power (5 per round). At the end of another creature's turn, Xuma may either:
- Act. He regains his reaction and takes an action. He may spend some or all of his remaining movement as part of that action. This does not count as his turn. He can't dash more than once per round, and he loses the benefit of any currently-held disengage, dodge, or readied action.
- Resist. Reroll a saving throw against an onging effect. Xuma can spend 60 hit points to gain advantage on the roll. If he succeeds against a Concentration effect, he loses 60 hit points.
Paragon Defense (x/LR). When Xuma would fail a saving throw, he can spend 60 hit points to succeed instead.
- In Phase 1, Xuma has 2 Paragon Defense. They do not recharge at the beginning of Phase 2.
- At the beginning of Phase 3, Xuma regains all spent uses of Paragon Defense, and then gains another (for a total of 3).
- Xuma's Paragon Defense does not recharge at the beginning of Phase 4.
Oblivion Strikes. Xuma's melee attacks count as magical for the purposes of overcoming resistance and immunity.
The Inevitability of Oblivion. Xuma's immunities and resistances cannot be ignored by any means. His movement cannot be reduced by any means, and he cannot be moved against his will. His damage-dealing abilities treat immunity to damage as resistance.
The Chill of Oblivion. Xuma ignores both resistance and immunity to cold damage.
The Call of Oblivion. When Xuma reduces a creature to 0 hit points as a direct result of his attacks, abilities, or features, that creature immediately fails one death saving throw, and has disadvantage on all death saving throws until they die or are stabilized. Creatures that die as a result of this affect, or as a direct result of one of Xuma's attacks, abilities, or features, have their soul immediately destroyed. They cannot be resurrected through any means.
Towers of Persistence. Xuma begins battle with one Tower of Persistence for each damage type that he is not innately immune to. These Towers are placed at locations around Xuma's lair. Each Tower is immune to all conditions, as well as all damage types except the damage type that it represents. While a Tower has more than half of its hit points, Xuma has immunity to the Tower's respective damage type. While a Tower has less than half of its hit points, Xuma has resistance. If a Tower is destroyed, then Xuma takes a quarter of the Tower's maximum hit points in damage. This damage cannot be reduced. Xuma then loses resistance to the Tower's respective damage type.
Phased Combat
The Xuma fight is split into four phases, each with its own statblock. Except for those noted under Xuma's Features on the previous page, phases do not share features.
When one phase is reduced to 0 hit points, a phase change immediately occurs, interrupting the current turn. Any conditions or effects that are currently affecting Xuma are cleared, and his stats are replaced by those for the next phase.
Any effect that keys off of total hit points uses the sum of Xuma's hit points across all of his phases.
Summons
Whenever Xuma summons a Void Aspect, the Void Aspect immediately joins the iniative order and rolls initiative.
Phase 1: Shell of Oblivion
Gargantuan aberration, unaligned
- Armor Class 25 (natural armor)
- Hit Points 200
- Speed 0 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 20 (+5) 20 (+5) 30 (+10)
- Saving Throws Con +19, Wis +14, Cha +19
- Skills Arcana +23, Athletics +28, History +23, Investigation +23, Nature +23, Perception +23, Religion +23, Stealth +9
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities charmed, deafened, diseased, frightened, paralyzed, petrified, poisoned, restrained, stunned
- Senses blindsight 300 ft., darkvision 300 ft., truesight 300 ft., passive Perception 33
- Languages -
- Challenge 30 (155,000 XP)
Actions
Summon Void. The Shell of Oblivion summons 2 Void Aspect Minions into any unoccupied space in its lair.
Intense Summon Void (Recharge 4-6.) The Shell of Oblivion summons 1 Void Aspect Standard or 4 Void Aspect Minions into any unoccupied spaces in its lair.
Command Tower. The Shell of Oblivion commands a Tower of Persistence to use one of its actions.
Phase 2: Nascent Oblivion
Gargantuan aberration/dragon, unaligned
- Armor Class 23 (natural armor)
- Hit Points 200
- Speed 0 ft.
STR DEX CON INT WIS CHA 30 (+10) 20 (+5) 30 (+10) 25 (+7) 25 (+7) 30 (+10)
- Saving Throws Con +19, Wis +16, Cha +19
- Skills Arcana +25, Athletics +28, History +25, Investigation +25, Nature +25, Perception +25, Religion +25, Stealth +14
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities charmed, deafened, diseased, frightened, paralyzed, petrified, poisoned, restrained, stunned
- Senses blindsight 300 ft., darkvision 300 ft., truesight 300 ft., passive Perception 35
- Languages -
- Challenge 30 (155,000 XP)
Actions
Summon Void. The Nascent Oblivion summons 2 Void Aspect Minions into any unoccupied space in its lair.
Intense Summon Void (Recharge 4-6.) The Nascent Oblivion summons 1 Void Aspect Standard or 4 Void Aspect Minions into any unoccupied spaces in its lair.
Command Tower. The Nascent Oblivion commands a Tower of Persistence to use one of its actions.
Targeted Annihilation. Ranged Spell Attack: +19 to hit, range 600 ft., one target. Hit: 46 (8d8+10) cold and 36 (7d8+4) radiant damage.
Annihilation Beam. The Nascent Oblivion fires a beam of annihilating energy in a 200-foot line that is 5-feet wide, originating from one of its mouths. All creatures in this line must make a DC 28 Dexterity saving throw, taking 22 (4d8+4) cold and 18 (4d8) radiant damage on a failure or half as much on a success.
Sweeping Beam. The Nascent Oblivion fires a beam of energy from one of its mouths, sweeping the end of the beam across its lair. Starting at a point within 150 feet of it, the Nascent Oblivion can choose up to 15 contiguous spaces. All creatures in these spaces must make a DC 28 Dexterity saving throw, taking 22 (4d8+4) cold and 18 (4d8) radiant damage on a failure or half as much on a success.
Actions (cont.)
Planar Bisection (Recharge 4-6). As an action, the Nascent Oblivion draws a straight line across its lair. This line persists until the end of its next turn. Creatures in the line (except for the Nascent Oblivion) must make a DC 28 Dexterity saving throw. On a failure, the Nascent Oblivion picks which side of the line the creature appears on, while on a success, they choose. This line counts as impassable full cover for all creatures except the Nascent Oblivion. The line cannot be crossed by any means (including teleporting) for such creatures.
Reactions
Void Twist (1/round). As a reaction to being hit by a ranged attack, the Nascent Oblivion can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, then the Nascent Oblivion can choose a creature within 100 feet of it to become the new target for that attack. Use the original roll to determine if the attack hits the new target.
Phase 3: Xuma, Ancient God of Oblivion
Gargantuan aberration/dragon, unaligned
- Armor Class 23 (natural armor)
- Hit Points 700
- Speed 80 ft., fly 160 ft.
STR DEX CON INT WIS CHA 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)
- Saving Throws Dex +19, Con +19, Wis +19, Cha +19
- Skills Arcana +28, Athletics +28, History +28, Investigation +28, Nature +28, Perception +28, Religion +28, Stealth +19
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities charmed, deafened, diseased, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, restrained, stunned
- Senses blindsight 300 ft., darkvision 300 ft., truesight 300 ft., passive Perception 38
- Languages -
- Challenge 30 (155,000 XP)
Massive Claws. Whenever Xuma makes a melee attack, he can target all creatures in a 10-foot radius. The same attack and damage roll is used for all targets.
Massive. Xuma can grapple up to 10 creatures of any size. While doing so, he can move at full speed.
Damned to the Void. If a creature that Xuma has swallowed dies in his stomach, then the creature's body and soul both are completely destroyed, along with anything they were wearing or carrying — including artifacts. They cannot be resurrected by any means.
Bloodied Breath. When Xuma is reduced to below half of his hit point maximum for this phase, he immediately recharges and uses his Breath Weapon.
Actions
Summon Void (Recharge 5-6). Xuma summons 8 Void Aspect Minions or 2 Void Aspect Standards into any unoccupied space in his lair.
Command Tower. Xuma commands a Tower of Persistence to use one of its actions.
Multiattack. Xuma makes 2 attacks, choosing each time from 1 Bite attack, 1 Tail attack, or 2 Claw attacks.
Bite. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 36 (4d12+10) piercing, 18 (2d12+5) cold, and 7 (1d12) radiant damage.
Tail. Melee Weapon Attack: +19 to hit, reach 60 ft., one target. Hit: 32 (4d10+10) bludgeoning, 11 (2d10) cold, and 6 (1d10) radiant damage.
Claw. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) slashing and 5 (1d8) cold damage, and the target creature is grappled, escape DC 22. A creature that is grappled in this way is also restrained.
Targeted Annihilation. Ranged Spell Attack: +19 to hit, range 600 ft., one target. Hit: 60 (11d8+10) cold and 50 (11d8) radiant damage.
The Void Hungers. As an action, Xuma makes a Bite attack. On a hit, a targeted creature is automatically grappled, escape DC 27. While grappled in this way, the creature is restrained.
Gastral Void. As an action on his turn, Xuma makes a Bite attack against a Huge or smaller creature that he is grappling. He cannot benefit from his Massive Claws feature for this attack unless he is grappling all of the targeted creatures with his mouth. If a target creature is in Xuma's mouth, then he has advantage on this attack.
On a hit, a target takes the Bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of Xuma, and it takes 23 (5d8) cold damage and 23 (5d8) radiant damage at the start of each of Xuma's turns.
If Xuma takes 50 damage or more on a single turn from a creature inside of him, then he must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Xuma. If Xuma dies or is incapacitated, a swallowed creature is no longer restrained by him and can escape by using 30 feet of movement, exiting prone.
Void Slip. Xuma twists the fabric of space. All creatures within 20 feet of him must succeed on a DC 29 Dexterity saving throw or take 6d8 cold damage and be knocked prone. Xuma can then teleport to an unoccupied space within 40 feet.
Teleport. As an action, Xuma teleports to an unoccupied space within 100 feet.
Phase 3 Actions (cont.)
Planar Bisection (Recharge 4-6). As an action, Xuma draws two straight lines across his lair. These lines persist until the end of his next turn. Creatures in the lines (except for Xuma) must make a DC 29 Dexterity saving throw. On a failure, Xuma picks which side of the line they appear on, while on a success, they choose. These lines count as impassable full cover for all creatures except Xuma. The lines cannot be crossed by any means for such creatures.
Breath Weapon (Recharge 4-6). Xuma uses one of his breath weapons.
Breath Weapon: Gravitic Breath. Xuma alters gravity in a 90-foot cube, adjacent to himself. Fall damage inside the cube increases to 1d10 per 10 feet, and when a creature starts its turn in the field, it must make a DC 29 Dexterity saving throw. On a failure, they are restrained; restrained creatures repeat the save at the end of each of their turns, ending the effect on themselves on a success. The cube counts as difficult terrain for all creatures except for Xuma. The cube persists until Xuma's Breath Weapon recharges, and he cannot use Gravitic Breath twice consecutively.
Breath Weapon: Obliviating Breath. Xuma breaths annihilating gas in a 120-foot cone, originating from himself. All creatures in the area must make a DC 28 Constitution saving throw, taking 54 (12d8) cold and 54 (12d8) radiant damage on a failure or half as much on a success. If this ability reduces a creature to 0 hit points, then the creature immediately fails 2 death saving throws instead of 1, as per Xuma's The Call of Oblivion feature.
Vanish (Recharge 4-6). Xuma targets one creature within 120 feet of him. The target creature must make a DC 28 Charisma saving throw, taking 23 (5d8) cold and 23 (5d8) radiant damage on a failure or half as much on a success. If a creature fails their save, then they are temporarily wiped from reality, disappearing from the space they currently inhabit. They reappear in the same space at the end of Xuma's next turn. During this time, they cannot move, they cannot take actions or reactions, they cannot be targeted or affected by any effects, the timer for any effects on them are paused, and if they are concentrating on something, then the concentration effect is suppressed. If another creature is occupying their space when they reappear, then both creatures must save against Vanish. If both succeed, then the previously Vanished creature reappears in the nearest unoccupied space to their original location.
Bonus Actions
Aura of Madness. Each creature of Xuma's choice within 120 feet of him and that are aware of him must make a DC 23 Wisdom saving throw. On a failure, a creature becomes frightened of Xuma for 1 minute. A frightened creature can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success.
If a creature fails the saving throw by 5 or more, then it is driven insane. An insane creature is frightened permanently, and behaves as if it is affected by confusion while it is frightened in this way.
If a creature is immune to the frightened condition, then if it fails the saving throw by 5 or more, then it is till subjected to the normal effects of Aura of Madness. If it fails by 10 or more, then it is subjected to the full failure effects.
If a creature's saving throw is successful or the effect ends for it, the creature becomes immune to Xuma's Aura of Madness for the next 24 hours.
Reactions
Void Twist (2/round). As a reaction to being hit by a ranged attack, Xuma can create a small rift in space to increase his AC by 7 against that attack. If the attack misses because of this increase, then Xuma can choose a creature within 100 feet of him to become the new target for that attack. Use the original roll to determine if the attack hits the new target.
Phase 4: Xuma, Core of Oblivion
Gargantuan aberration, unaligned
- Armor Class 22 (natural armor)
- Hit Points 750
- Speed 0 ft., fly 200 ft. (hover)
STR DEX CON INT WIS CHA 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)
- Saving Throws Dex +19, Con +19, Wis +19, Cha +19
- Skills Arcana +28, Athletics +28, History +28, Investigation +28, Nature +28, Perception +28, Religion +28, Stealth +19
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities charmed, deafened, diseased, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, restrained, stunned
- Senses blindsight 300 ft., darkvision 300 ft., truesight 300 ft., passive Perception 38
- Languages -
- Challenge 30 (155,000 XP)
Immense Gravitas. Creatures within 60 feet of Xuma, Core of Oblivion must spend 2 feet of movement for every 1 foot that they move away from Xuma, and 1 foot of movement for every 2 feet that they move towards Xuma. Ranged attacks fired through this area have disadvantage unless they are targeting Xuma, in which case they have advantage.
Creatures adjacent to Xuma must spend half of their movement to move 5 feet away from him.
Whenever Xuma moves, he can choose to bring all adjacent creatures with him.
Immense Pull. At the beginning of Xuma, Core of Oblivion's turn, all creatures within 60 feet of him are pulled 20 feet towards him.
Touch of the Void. At the beginning of Xuma, Core of Oblivion's turn, all creatures adjacent to him take 30 cold damage. This feature activates after Xuma's Immense Pull feature. This damage cannot be reduced or ignored by any means.
Any creature that dies while adjacent to Xuma has their body and soul destroyed.
The Infinite Void. Xuma, Core of Oblivion can grapple an unlimited number of creatures of any size. While doing so, he can move at full speed. He can also choose to bring all grappled creatures with him whenever he teleports.
Core of Oblivion. Xuma's ranged attacks ignore his own Immense Gravitas feature, and he does not have disadvantage on ranged attacks as a result of being adjacent to a hostile creature.
Phase 4 Actions
Summon Void (Recharge 5-6). Xuma summons 8 Void Aspect Minions or 2 Void Aspect Standards into any unoccupied space in his lair.
Command Tower. Xuma commands a Tower of Persistence to use one of its actions.
Targeted Annihilation. Ranged Spell Attack: +19 to hit, range 600 ft., one target. Hit: 55 (10d8+10) cold and 45 (10d8) radiant damage.
Gravitic Anchor. Xuma, Core of Oblivion forces all creatures that are adjacent to him to make a DC 30 Strength saving throw. On a failure, a creature is grappled by Xuma; while grappled in this way, they are restrained. Restrained creatures can repeat this save at the end of each of their turns, ending the effect on themselves on a success.
Event Horizon. As an action, Xuma deals 25 cold damage and 25 radiant damage to all creatures that are adjacent to him.
Void Slip. Xuma twists the fabric of space. All creatures within 20 feet of him must succeed on a DC 30 Dexterity saving throw or take 27 (6d8) cold damage and be knocked prone. Xuma can then teleport to an unoccupied space within 40 feet.
Teleport. As an action, Xuma teleports to an unoccupied space within 100 feet.
Planar Bisection (Recharge 4-6). As an action, Xuma draws three straight lines across his lair. These lines persist until the end of his next turn. Creatures in the lines (except for Xuma) must make a DC 30 Dexterity saving throw. On a failure, Xuma picks which side of the line they appear on, while on a success, they choose. These lines count as impassable full cover for all creatures except Xuma. The lines cannot be crossed by any means for such creatures.
Pulse Weapon (Recharge 4-6). Xuma uses one of his pulse weapons.
Pulse Weapon: Gravitic Pulse. Xuma alters gravity in a 60-foot radius, centered on himself and moving with him. Fall damage inside the area increases to 1d10 per 5 feet, and when a creature starts its turn in the field, it must make a DC 30 Dexterity saving throw. On a failure, they are restrained; restrained creatures repeat the save at the end of each of their turns, ending the effect on themselves on a success. The area counts as difficult terrain for all creatures except for Xuma. The area persists until Xuma's Pulse Weapon recharges, and he cannot use Gravitic Pulse twice consecutively.
Pulse Weapon: Obliviating Pulse. Xuma emits an annihilating pulse in a 60-foot radius, centered on himself. All creatures in the area must make a DC 30 Constitution saving throw, taking 63 (14d8) cold and 63 (14d8) radiant damage on a failure or half as much on a success. Creatures that are adjacent to Xuma have disadvantage on their saving throws. If this ability reduces a creature to 0 hit points, then the creature immediately fails 2 death saving throws instead of 1, as per Xuma's The Call of Oblivion feature.
Vanish (Recharge 4-6). Xuma targets one creature within 120 feet of him. The target creature must make a DC 30 Charisma saving throw, taking 36 (8d8) cold and 32 (7d8) radiant damage on a failure or half as much on a success. If a creature fails their save, then they are temporarily wiped from reality, disappearing from the space they currently inhabit. They reappear in the same space at the end of Xuma's next turn. During this time, they cannot move, they cannot take actions or reactions, they cannot be targeted or affected by any effects, the timer for any effects on them are paused, and if they are concentrating on something, then the concentration effect is suppressed. If another creature is occupying their space when they reappear, then both creatures must save against Vanish. If both succeed, then the previously Vanished creature reappears in the nearest unoccupied space to their original location.
Carving Smite (Recharge 4-6). Xuma emits a beam of annihilating energy, sweeping the end of the beam across his lair. He marks up to 20 contiguous spaces, all within 150 feet of him. All creatures in these spaces must make a DC 30 Dexterity saving throw, taking 54 (12d8) cold and 54 (12d8) radiant damage on a failure or half as much on a success.
Pulse of Oblivion (2/long rest) Xuma, Core of Oblivion emits a pulse of energy. All creatures within 90 feet of him must make a DC 30 Constitution saving throw; on a failure, they take 54 (12d8) cold and 54 (12d8) radiant damage and are pulled adjacent to Xuma, while on a success, they take half as much damage and are pulled only 15 feet towards Xuma.
Pulse of Oblivion can only be used on Xuma's turn, and not on consecutive turns.
Reactions
Void Twist (3/round). As a reaction to being hit by a ranged attack, Xuma can create a small rift in space to increase his AC by 7 against that attack. If the attack misses because of this increase, then Xuma can choose a creature within 100 feet of him to become the new target for that attack. Use the original roll to determine if the attack hits the new target.
Tower of Persistence
Medium construct, unaligned
- Armor Class 22 (natural armor)
- Hit Points 200
- Speed 0 ft.
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)
- Damage Immunities all damage types except for the tower's corresponding damage type
- Condition Immunities all conditions
- Senses passive Perception 15
- Languages -
Persistence. A tower has a dedicated damage type. It is immune to all damage that is not its dedicated damage type, and all damage dealt by the tower is the same as its own dedicated damage type.
No Agency. Towers of Persistence are not placed on the initiative order, and do not have their own turns. They only take actions when Xuma commands them to with his Command Tower action.
Actions
Multiattack. The Tower of Persistence makes 2 Bolt attacks.
Bolt. Ranged Weapon Attack: +16 to hit, range: entire lair, one target. Hit: 41 (9d8) damage
Blast. The Tower of Persistence targets a location within the lair. All creatures within 15 feet of the target point must make a DC 22 CON saving throw, taking 41 (9d8) damage on a failure or half as much on a success.
Number of Towers
With Xuma's default immunities (cold, necrotic), there should be a Tower of Persistence for each of the following damage types:
- Acid
- Bludgeoning
- Fire
- Force
- Lightning
- Piercing
- Poison
- Psychic
- Radiant
- Slashing
- Thunder
Void Aspect Features
All Void Aspects share the following features:
Absolute Void. The Void Aspect's condition and damage immunities cannot be bypassed by any means.
Gravitas. Creatures within (minion: 30 ft., standard: 45 ft.) of the Void Aspect must spend 2 feet of movement for every 1 foot that they move away from the Void Aspect, and 1 foot of movement for every 2 feet that they move towards the Void Aspect. Ranged attacks fired through this area have disadvantage unless they are targeting the Void Aspect, in which case they have advantage.
Creatures adjacent to the Void Aspect must spend half of their movement to move 5 feet away from the Void Aspect.
Falling Into the Void. If a creature would fall while they are affected by the Void Aspect's Gravitas feature, then they instead 'fall' into an unoccupied space adjacent to the Void Aspect. They take 1d6 cold damage for each 5 feet they 'fall' in this way. If this space is not on solid ground and the creature does not have a flying speed, then they become restrained. All creatures that are restrained in this way move with the Void Aspect when it moves. A creature that is restrained this way can be pulled free by a creature adjacent to them as an action with a successful DC 23 Strength ability check.
Event Horizon. When a creature starts its turn adjacent to the Void Aspect, it takes 25 cold damage.
Void Construction. The Void Aspect has advantage on saving throws against spells and other magical effects.
Void Aspect Minion - Skirmisher
Small aberration, unaligned
- Armor Class 16 (natural armor)
- Hit Points 29
- Speed 40 ft., fly 40 ft. (Hover)
STR DEX CON INT WIS CHA 13 (+1) 24 (+7) 19 (+4) 12 (+1) 18 (+4) 25 (+7)
- Saving Throws Cha +15
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities grappled, prone, restrained
- Senses blindsight 60 ft., truesight 60 ft., passive Perception 14
Actions
Void Bash. Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 41 (9d8) cold damage
Anchor (Recharge 6). Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: the target is restrained by the Void Aspect. The target creature, or another creature adjacent to the target creature, can use their action to make a DC 23 Strength ability check, ending the restrain on a success.
Bonus Actions
Evasive. The Void Aspect disengages.
Voidshift (Recharge 6). The Void Aspect teleports to a location up to 30 feet away.
Void Aspect Standard - Skirmisher
Medium aberration, unaligned
- Armor Class 16 (natural armor)
- Hit Points 143
- Speed 40 ft., fly 40 ft. (Hover)
STR DEX CON INT WIS CHA 13 (+1) 24 (+7) 19 (+4) 12 (+1) 18 (+4) 25 (+7)
- Saving Throws Dex +15, Cha +15
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities grappled, prone, restrained
- Senses blindsight 60 ft., truesight 60 ft., passive Perception 14
Actions
Void Bash. Melee Spell Attack: +16 to hit, reach 5 ft., one target. Hit: 54 (12d8) cold damage
Anchor (Recharge 5-6). Melee Spell Attack: +16 to hit, reach 5 ft., one target. Hit: the target is restrained by the Void Aspect. The target creature, or another creature adjacent to the target creature, can use their action to make a DC 23 Strength ability check, ending the restrain on a success.
Bonus Actions
Evasive. The Void Aspect disengages.
Voidshift (Recharge 5-6). The Void Aspect teleports to a location up to 30 feet away.
Invisibility (1/long rest). The Void Aspect turns invisible until the end of its next turn. The effect ends early if it makes an attack.
Void Aspect Minion - Controller
Small aberration, unaligned
- Armor Class 20 (natural armor)
- Hit Points 38
- Speed 30 ft., fly 30 ft. (Hover)
STR DEX CON INT WIS CHA 13 (+1) 24 (+7) 19 (+4) 12 (+1) 18 (+4) 25 (+7)
- Saving Throws Cha +15
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities grappled, prone, restrained
- Senses blindsight 60 ft., truesight 60 ft., passive Perception 14
Actions
Void Bolt. Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 27 (6d8) cold damage
Pull of the Void. Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: the target is pulled 15 feet towards the Void Aspect. If the creature is already adjacent to the Void Aspect, then it is instead grappled (escape DC 22).
Gravitic Anchor. Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: the target's speed is halved until the end of their next turn. If the target's speed is 0, then they instead become restrained until the end of their next turn.
Bonus Actions
Voidshift (Recharge 6). As a bonus action, the Void Aspect teleports to a location up to 30 feet away.
Void Aspect Standard - Controller
Medium aberration, unaligned
- Armor Class 20 (natural armor)
- Hit Points 191
- Speed 30 ft., fly 30 ft. (Hover)
STR DEX CON INT WIS CHA 13 (+1) 24 (+7) 19 (+4) 12 (+1) 18 (+4) 25 (+7)
- Saving Throws Dex +15, Cha +15
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities grappled, prone, restrained
- Senses blindsight 60 ft., truesight 60 ft., passive Perception 14
Actions
Void Bolt. Ranged Spell Attack: +16 to hit, range 60 ft., one target. Hit: 41 (9d8) cold damage
Pull of the Void. Ranged Spell Attack: +16 to hit, range 60 ft., one target. Hit: the target is pulled 15 feet towards the Void Aspect. If the creature is already adjacent to the Void Aspect, then it is instead grappled (escape DC 22).
Gravitic Anchor. Ranged Spell Attack: +16 to hit, range 60 ft., one target. Hit: the target's speed is halved until the end of their next turn. If the target's speed is 0, then they instead become restrained until the end of their next turn.
Awe of the Void (1/long rest). Ranged Spell Attack: +16 to hit, range 60 ft., one target. Hit: the target creature is stunned. At the end of each of their turns they must make a DC 23 Constitution saving throw, ending the effect on themselves on a success.
Bonus Actions
Voidshift (Recharge 5-6). As a bonus action, the Void Aspect teleports to a location up to 30 feet away.
Void Aspect Minion - Striker
Small aberration, unaligned
- Armor Class 18 (natural armor)
- Hit Points 38
- Speed 30 ft., fly 30 ft. (Hover)
STR DEX CON INT WIS CHA 24 (+7) 13 (+1) 19 (+4) 12 (+1) 18 (+4) 25 (+7)
- Saving Throws Cha +15
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities grappled, prone, restrained
- Senses blindsight 60 ft., truesight 60 ft., passive Perception 14
Immense Pull. At the beginning of the Void Aspect Striker's turn, all creatures within 15 feet of it are pulled adjacent to it.
Actions
Void Bash. Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 41 (9d8) cold damage
Void Trip (Recharge 6). All creatures within 30 feet of the Void Aspect Striker must make a DC 23 Strength saving throw. On a failure, they are knocked prone.
Bonus Actions
Voidshift (Recharge 6). As a bonus action, the Void Aspect teleports to a location up to 30 feet away.
Void Aspect Standard - Striker
Medium aberration, unaligned
- Armor Class 18 (natural armor)
- Hit Points 191
- Speed 30 ft., fly 30 ft. (Hover)
STR DEX CON INT WIS CHA 24 (+7) 13 (+1) 19 (+4) 12 (+1) 18 (+4) 25 (+7)
- Saving Throws Dex +9, Cha +15
- Damage Immunities cold; necrotic; bludgeoning, piercing, and slashing from non-magical weapons
- Condition Immunities grappled, prone, restrained
- Senses blindsight 60 ft., truesight 60 ft., passive Perception 14
Immense Pull. At the beginning of the Void Aspect Striker's turn, all creatures within 30 feet of it are pulled adjacent to it.
Actions
Void Bash. Melee Spell Attack: +16 to hit, reach 5 ft., one target. Hit: 59 (13d8) cold damage
Void Trip (Recharge 5-6). All creatures within 30 feet of the Void Aspect Striker must make a DC 23 Strength saving throw. On a failure, they are knocked prone.
Void Blast (Recharge 5-6). All creatures within 20 feet of the Void Aspect Striker must make a DC 23 Dexterity saving throw. On a failure, they take 59 (13d8) cold damage, while on a success, they take half as much.
Bonus Actions
Voidshift (Recharge 5-6). As a bonus action, the Void Aspect teleports to a location up to 30 feet away.
Design Notes
Using a Virtual Tabletop (VTT)
I ran this fight, as well as my entire campaign, through Foundry VTT. That made it significantly easier to keep track of all of the boss's abilities, remaining uses, recharge values, etc. If you want to run this fight without the aid of a computer, then I would recommend simplifying it, likely by removing some of the recharge abilities.
Balance
This boss was designed to face a very high-power party. Particularly:
- 5 Level 20 PCs with several Epic Boons (including homebrew boons) and magic items out the wazoo
- 2 Ancient Dragons
- 1 Adult Dragon
- 3 Level 20 NPCs: 1 Fighter, 1 Wizard, 1 Cleric
All but the NPCs had multiple uses of Legendary Resistance, and the PCs had a number of magic items and abilities that increased their saves or gave them alternate means to avoid being attacked. Additionally, the dragons and NPCs were all controlled by the players. As such, I was quite comfortable with throwing stuns or high-DC, high damage attacks at them, with a bevy of relatively quick-recharging abilities. This boss was meant to finish off a level 1-20 campaign where the party had spent over 20 sessions at level 20 and gathered a ton of allies, after all. In the end, the party was able to emerge from the fight without a single death.
"But Matathias," I hear you asking, "if the party had three dragons on their side, then how did their PCs even contribute??" Well, my dear internet straw man, it turns out that two of my PCs actually had higher damager-per-round than the dragons did (admittedly, to a single target). That's the kind of power we're talking about, here.
If your party is not this powerful, then I would recommend lowering the boss's numbers across the board.
Design Inspiration
The statblocks in this document were largely designed using Giffyglyph's Monster Maker rules (link here). Their homebrew rules for designing monsters provides a fairly straight-forward and more interesting method of creating your own monsters, and I used them extensively during my campaign. I highly recommend you give them a look!
Several of Xuma's abilities were inspired by (or taken from) the Void Dragon statblock in the Tome of Beasts, by Kobold Press. The Tome of Beasts has a lot of interesting creatures in it, I'd recommend that anyone give it a look.
Art Sources:
- Page 1, 6: The Void Dragon, by reddit user /u/polygraf
- Page 3: Adobe Stock Image
- Pages 4-7, 9: Void Dragon Lair and variants by Cze & Peku
- Page 8: Black Hole render from Space.com
- Page 10: Magic Rune Pillars by Threy Cameron
Recommended Listening
- For Phase 1: Showdown with Z, Act 1 from Xenoblade Chronicles 3
- For Phase 2: Showdown with Z, Act 2 from Xenoblade Chronicles 3
- For Phase 3: Blaze of Iris from Epic Battle Fantasy 5
- For Phase 4: To the Future. from Trails of Cold Steel 4