Advantage on saves vs. poison, spells, or illusions, as well as charmed or incapacitated effects.
While in sunlight, disadvantage on attacks and perception checks relying on sight.
At the beginning of each round, before any PC actions, Xardorok takes a Lair Action to cause one of the following effects. He cannot use the same lair action two rounds in a row.
- [ ] Telekinetic Shove. Xardorok targets one creature within 30 feet and they are pushed back 10 feet.
- [ ] Eldritch Step. Xardorok moves up to 1/2 his movement rate without provoking opportunity attacks.
- [ ] Psychic Pulse. All creatures within 60 feet of Xardorok must make a DC12 Wisdom Save or take 5 psychic damage.
- •Howling Void.
(1 use/day, recharges when dying). He opens a momentary planar rift within 60 ft. This rift is a 20 cube, and any creature within it must make a DC 12 Wisdom save or take 4d8 psychic damage and become frightened of Xardorok until the start of his next turn.
- •Spiked Gauntlet.
He moves up to 25 ft and attacks for 4d4+ 2 damage.
- •Eldritch Blast.
He makes two Eldritch Blast attacks against a target within 120 ft for 1d10+6 each.
- •Spellcasting.
Casts Hold Person or Suggestion. 1 use each. Save DC 14
At 75HP, Xardorok becomes Large, and his Spiked Gauntlet attacks now do 8d4+2.
At 0HP, Xardorok is dying. If he takes 50HP more damage, he is dead. When he is damaged by a creature within 60 ft that he can see, eldritch tentacles erupt from the space around the creature and batter it. The creature must make a DC 14 Dexterity saving throw, taking 3d10 psychic damage on a fail, or half as much on a success.