Umbral Depths: Xyrazhal

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Xyrazhals are fearsome and elusive creatures that roam the Umbral Depths, embodying the essence of terror and darkness. These beings are quadrupedal, with sleek, shadowy bodies that blend seamlessly into the surrounding gloom. Their skin appears almost fluid, shifting and swirling like living smoke, with dark hues of black, deep purple, and midnight blue. Glowing eyes of an eerie, pale blue pierce through the darkness, giving them an otherworldly presence.

Nature: Xyrazhals are pack predators within the Umbral Depths, hunting with both ferocity and cunning. They are intelligent, capable of strategizing and working in packs to take down larger prey. These creatures have a den and hierarchy similar to wolves, and emerging from their lairs during the darkest hours of the depths to stalk and ambush their targets. Their howls, which can be heard echoing through the depths, are said to drive fear into the hearts of even the bravest adventurers.

We thought the darkness was just the night closing in... until the shadows themselves came alive. Those glowing eyes, the whispers of their steps—by the gods, it was as if death itself was hunting us. We barely escaped, but the others... the others weren’t so lucky. Beware the Xyrazhal. They are the shadows that stalk your nightmares.
— Aldrin Thorne, Veteran Ranger of the Guild

Lairs: Xyrazhals make their homes in the darkest, most secluded parts of the Umbral Depths. Their lairs are often hidden within dense thickets of shadowy vegetation or deep within caverns and abandoned ruins. These lairs are marked by the remains of their prey and the pervasive sense of dread that lingers in the air.

Behavior:

  • Solitary Hunters: While Xyrazhals can work in packs, they are also dangerous to unprepared adventurers when hunting alone, using their natural abilities to stalk and ambush with lethal efficiency.

  • Territorial: These creatures are fiercely protective of their hunting grounds and will aggressively defend their territory from intruders.

  • Elusive: Xyrazhals are rarely seen, as they prefer to strike from the shadows and retreat before they can be countered. Their elusive nature makes them a challenging adversary.

Legends:

  • The Howling Hunt: Legends speak of a ritual known as the Howling Hunt, where a pack of Xyrazhals emerges from the depths to hunt any who dare enter their domain. This event is said to occur once every lunar eclipse, drawing thrill-seekers and adventurers looking to test their mettle.

  • The Shadow Pact: Some ancient texts tell of a pact between a powerful necromancer and a pack of Xyrazhals, granting the necromancer control over these fearsome beasts in exchange for dark sacrifices. The necromancer used the Xyrazhals to spread terror and chaos, leaving a lasting scar on the history of Thesa.

Adventurer's Notes: Encounters with Xyrazhals are often brief and brutal. Adventurers who venture into the Umbral Depths must be prepared for sudden attacks and relentless pursuit. It is advised to carry light sources and protective wards against fear and shadow magic. Those who manage to defeat a Xyrazhal may find their shifting, multicoloured pelts to be valuable, capable of being fashioned into cloaks that grant shadowy camouflage.

Xyrazhal

Medium Monstrosity, Neutral Evil

Armor Class: 14 (Natural Armor)
Hit Points: 38 (5d8 + 10)
Speed: 40 ft.

STR 16 (+3) DEX 18 (+4) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 6 (-2)

Skills: Stealth +7, Perception +3
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Understands Common but cannot speak
Challenge: 3 (700 XP)

Shadow Blend. While in dim light or darkness, the Xyrazhal can take the Hide action as a bonus action.

Pack Tactics. The Xyrazhal has advantage on an attack roll against a creature if at least one of the Xyrazhal's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions:

Multiattack. The Xyrazhal makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) piercing damage plus 3 (1d6) necrotic damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.

Umbral Step (Recharge 5–6). The Xyrazhal teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness. After teleporting, the Xyrazhal has advantage on the first melee attack it makes before the end of its turn.

Howl (Once per pack per long rest). The Xyrazhal lets out a cacophonous howl, joined by all other Xyrazhal in the area. Creatures other than the Xyrazhal must make a DC 14 Wisdom saving throw or be frightened for 1 hour. The DC increases by 1 for each nearby Xyrazhal. If a creature fails by more than 5, they are instead under the effects of Fear. A creature is immune to this effect is they succeed the save.

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