Queen Ixenvor
Queen Ixenvor CR: 24 (25 in Lair)
STR
30 +10
DEX
10 +0
CON
29 +9
INT
18 +4
WIS
15 +2
CHA
23 +6
Innate Spellcasting. Queen Ixenvor can cast one of the following spells, requiring no material components and using her Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
- 1/Day each: bane, dominate person, heat metal, hypnotic pattern, power word stun, suggestion.
- cure wounds (5th-level version, 3 charges)
- daylight (1 charge)
- death ward (2 charges)
- detect magic (0 charges)
- scrying (3 charges)
- Queen Ixenvor has proficiency in history (already applied).
- Queen Ixenvor can't be charmed or frightened (already applied).
- The first time Queen Ixenvor touches a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half.
- Each time Queen Ixenvor uses an action to use one of the orb's properties, there is a 50% chance that essence of the dragon within the orb tries to leave the artifact and enter her body. If she fails a DC 20 Charisma saving throw, the essence succeeds and gains control of Queen Ixenvor until the intruding it is banished using magic such as the dispel evil and good spell.
Legendary Resistance (3/Day). If Queen Ixenvor fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Queen Ixenvor can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 2D10+10 piercing damage plus 4D6 fire damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 2D6+10 slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 2D8+10 bludgeoning damage. Frightful Presence. Each creature of the Queen Ixenvor's choice that is within 120 feet of her and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened 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 the Queen Ixenvor's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6). Queen Ixenvor exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 26D6 fire damage on a failed save, or half as much damage on a successful one. Call Dragons. While Queen Ixenvor controls the Orb of Dragonkind, she can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.
Bonus Actions
Change Shape. Queen Ixenvor magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Queen Ixenvor's choice). In a new form, Queen Ixenvor retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
Queen Ixenvor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Queen Ixenvor regains spent legendary actions at the start of her turn. Detect. Queen Ixenvor makes a Wisdom (Perception) check. Tail Attack. Queen Ixenvor makes a tail attack. Wing Attack (Costs 2 Actions). Queen Ixenvor beats her wings. Each creature within 15 feet of her must succeed on a DC 25 Dexterity saving throw or take 2D6+10 bludgeoning damage and be knocked prone. Queen Ixenvor can then fly up to half its flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), Queen Ixenvor takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
- Eruption. Magma erupts from a point on the ground Queen Ixenvor can see within 120ft. of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 6D6 fire damage on a failed save, or half as much damage on a successful one.
- Earthquake. A tremor shakes the lair in a 60-foot radius around Queen Ixenvor. Each creature other than Queen Ixenvor on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic Gas. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Queen Ixenvor can see within 120ft. of her. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
- Catch Breath. Queen Ixenvor rolls a D6. On a 6, she regains her breath weapon action.
- Lair Rejuvenation. Queen Ixenvor regains hit points equal to the number of Hit Dice she has by drawing on the magical energy suffusing her lair.
- Lingering Breath. Any creature that took damage from Queen Ixenvor's breath weapon on her previous turn immediately takes 3D6 fire damage, as the breath weapon's energy lingers and clings to its targets.
- Toughened Scales. Glowing, magical energy swirls across Queen Ixenvor's scales, granting her resistance to bludgeoning, piercing and slashing damage until initiative count 20 on the next round.
- Noxious Smoke. A thick cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point Queen Ixenvor can see within 120ft. of her. The sphere spreads around corners, and its area is heavily obscured. A creature other than Queen Ixenvor that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. The cloud lasts until initiative count 20 on the next round.
- Searing Heat. Searing heat spreads out in a 15-foot-radius sphere centered on a point Queen Ixenvor can see within 120ft. of her. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 3D6 fire damage on a failed save, or half as much on a successful one. The heat lasts until initiative count 20 on the next round.
Regional Effects
The region containing a Queen Ixenvor's lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Tremors. Small earthquakes are common within 6 miles of the Queen Ixenvor's lair.
- Tainted Water. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Fiery Portals. Rocky fissures within 1 mile of the Queen Ixenvor's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
- Desertification. Precipitation is almost nonexistent within 6 miles of Queen Ixenvor's lair, making the land parched and arid and most plant life withered and brown.
- Fiery Senses. Queen Ixenvor can hear up to 30 feet through any open flame within 1 mile of her lair.
- Ominous Flames. Open flames within 6 miles of Queen Ixenvor's lair are tinged with dark red, hiss and crackle constantly, and throw off embers and showers of sparks.
- Draconic Births. Beasts and monstrosities that are born within 6 miles of the lair have a high likelihood of being half-dragons.
- Persuasive Influence. People dwelling within 12 miles of Queen Ixenvor's lair develop personality traits inspired by her. Individuals manifest these traits in different was and to different degrees.
- Menacing Dreams. People who sleep within 6 miles of Queen Ixenvor's lair dream of the menacing dragon.
- Starry Scene. At night, at the stars above Queen Ixenvor's lair are surrounded by faint outlines of creatures that begin to move and act out scenes from her dreams.
Mental characteristics
Personal history
Wealth & Financial state
Hoard (on death)
4,200 copper pieces, 14,000 silver pieces, 210,000 gold pieces, 42,000 platinum pieces. The coins appear to be from the ancient civilisation which existed before Queen Ixenvor claimed the land. Several embroidered pillows depicting wyrmling dragons, a tarnished brazier with pleasant-smelling ash, a drum for use in religious rites related to Tiamat with a foreboding echo to its beat, an hourglass filled with sparkling sand, a battle standard belonging to the ancient civilisation which existed before Queen Ixenvor claimed the land, a kneeling bench carved with flame motifs, which anyone addressing Queen Ixenvor is required to use, a star chart, showing Bahamut and a one-eyed Tiamat as constellations A large, noisy wind chime, a small shrine with a statuette, a brazier, and an altar dedicated to Tiamat used by Queen Ixenvor's minions. 21x coruscate crystals (each worth 500GP). A hammered, metal brazier elaborately etched and set with polished obsidian, which sits atop a stand holding rare incense blends (500GP), a beautiful, inlaid mosaic map of the region within a 100 miles radius of Thrinzilk (500GP), a life-sized basalt stature of a fierce knight, weapon raised to strike, which might be the preserved form of an actual knight turned to stone (750GP), the blackened skull of a young dragon that has been etched with designs and decorated with gems (750GP), a statue of Queen Ixenvor with fire Opals for eyes (500GP), a detailed, life-sized dwarf skull cast in gold (750GP), a dragon chess board and full set of pieces, all carved and inlaid with precious metals and stones (1,000GP), a fist-sized ruby carved into the likeness of Queen Ixenvor's head (1,000GP), a set of solid-gold tablets containing the ancient history of Queen Ixenvor's exploits (750GP), a beautifully wrought crown set with fiery gemstones, possibly the legacy of a lost empire (1,000GP), a beautiful polished sphere of obsidian, set on a wrought-gold stand (750GP). An arrow +3, a potion of longevity, a potion of invisibility, a potion of vitality, a spell scroll (investure of flame), a spell scroll (fire storm), a spell scroll (incendiary cloud), a scaled ornament (ascendant, cloak).Remove these ads. Join the Worldbuilders Guild
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