Zyxaxyz (5e Creature)
Zyxaxyz[edit]
Huge aberration (titan), lawful evil Armor Class 19 (natural armor)
Saving Throws Con +14, Wis +11, Cha +14 Gravity Aura. Ranged weapon attack rolls against the zyxaxyz have disadvantage. In addition, each creature that starts its turn within 20 feet of the zyxaxyz has its speed halved and must make a DC 22 Strength saving throw or become restrained until the start of its next turn. Innate Spellcasting. The zyxaxyz’s spellcasting ability is Charisma (spell saving throw DC 22). It can innately cast the following spells, requiring no material components: At will: enlarge/reduce, levitate Legendary Resistance (3/Day). If the zyxaxyz fails a saving throw, it can choose to succeed instead. Magic Resistance. The zyxaxyz has advantage on saving throws against spells and other magical effects. Magic Weapons. The zyxaxyz’s natural weapons are magical. ACTIONSMultiattack. The zyxaxyz uses Hostile Transposition if it can. It then makes seven attacks: one with its bite, and six with any combination of its rays and tentacles. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 6) piercing damage. Tentacle. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Ray. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 14 (3d8) radiant damage. Translation. The zyxaxyz forces a creature within 120 feet that it can see to make a DC 22 Charisma saving throw. On a failed save, the creature is magically teleported to an unoccupied space within 10 feet of the zyxaxyz. Hostile Transposition (Recharge 5-6). The zyxaxyz teleports up to 60 feet to an unoccupied space it can see. Alternatively, it can choose a space within range that is occupied by a creature of Huge size or smaller. If the creature is unwilling, it must make a DC 22 Charisma saving throw. If the creature is willing or fails its saving throw, that creature and the zyxaxyz both teleport, swapping places. On a successful save, the creature does not teleport and the zyxaxyz materializes in an unoccupied space adjacent to the creature. REACTIONSGravitational Slingshot. If a ranged weapon attack misses the zyxaxyz, the zyxaxyz can choose another creature (including the attacker) that it can see within the attack's range of it. The attack targets the chosen creature instead of the zyxaxyz, and the attack roll is rerolled against the chosen creature. LEGENDARY ACTIONSThe zyxaxyz 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. The zyxaxyz regains spent legendary actions at the start of its turn. Teleport. The zyxaxyz magically teleports to an unoccupied space within 60 feet that it can see. |
Of the nightmarish horrors spat out by the Far Realm, few are as deadly—or as tragic—as the zyxaxyzes. As beings of absolute law twisted by unfathomable evil, they drift through the multiverse, attempting to correct its chaotic flaws through the manipulation of space itself. A zyxaxyz is as tall as a storm giant and has a humanoid torso, but that is where its resemblance to such creatures ends. Its head is like that of a grotesque insect, with six oblong eyes arranged in a circle above its tripartite jaws. Razor-sharp tentacles sprout from its scalp and shoulders, coiling and snapping like whips. Six silver, antlike legs dangle from its bloated abdomen. On the rare occasions when the creature remains still, its body appears perfectly symmetrical in a way that is simply impossible in nature. Befouled Demigods. Every zyxaxyz is an empyrean that has been corrupted, body and soul, by the madness of the Far Realm. The first of their ilk was Azyk, the eldest son of a great god of law, who took it upon himself to cleanse the multiverse of chaos and corruption. His one-man crusade took him to the edge of the multiverse itself, where he beheld the roiling madness of what lay beyond. Azyk charged in without hesitation, but zeal and skill amounted to little in the face of such incomprehensible chaos, and the Far Realm swallowed him up. Alien Order. Like their primogenitor, the zyxaxyzes wish to rid the universe of chaos and corruption. As creatures of the Far Realm, however, their interpretation of chaos is coloured by an alien mindset: anything that is not of the Far Realm, or else not of pure law untouched by good or evil, is considered chaotic and must be unmade. Spatial Threads. A zyxaxyz perceives the world as an infinitely complex weave of ephemeral strands which represent time, space, and the movement of beings and objects within them. Where there is order, the strands are neatly arrayed; where there is chaos, the strands become tangled and snarled. The greater the chaos, the greater the snarl, and the greater the zyxaxyz's corresponding urge to untangle it. Deicidal Reproduction. The zyxaxyzes consider empyreans to be among the most chaotic things in existence, and are driven to “untangle” them above all else. If a zyxaxyz senses the presence of an empyrean, it will hunt the empyrean down and try to kill it. Should it succeed, the empyrean’s wounds will fester with an eldritch foulness that corrupts the flesh and traps the soul, preventing the empyrean's divine parents from resurrecting it. Within seven days, the slain empyrean will rise again as a new zyxaxyz. A Zyxaxyz's LairA zyxaxyz on the material plane makes its lair within a large sinkhole or mountainside cavern, often within proximity to forests. The bizarre mind of the creature warps reality so extensively within such a cavern that the spatial threads on which it plucks become tangible strings visible to the naked eye. These strings are neatly organized within the cavern, to the point that a zyxaxyz's lair resembles nothing so much as a gigantic loom. They also extend beyond the cavern, stretching between trees and draping from isolated boughs like strands of spider's silk. A zyxaxyz has a challenge rating of 24 (62,000 XP) when encountered inside its lair. Lair ActionsWhen fighting in its lair, the zyxaxyz can use lair actions. On initiative count 20 (losing initiative ties), the zyxaxyz can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
Regional EffectsThe region containing a zyxaxyz's lair is warped by the creature's magic, creating one or more of the following effects:
If the zyxaxyz dies, these effects fade over the course of 1d6 weeks. |
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