When Xanesha is Restraining a creature and is hit with an attack, she can choose to have the grappled creature take the damage for her.
- •Impaler of Thorns.
Move 8, 2d10+8 damage. Then each enemy in Reach 3 must succeed on a DC 14 WIL save or it becomes Frightened until the end of their next turn.
- •Crushing Tail.
Move 8, 2d12+8 damage. On hit: Restrained (escape DC 14).
- •Stupefying Bolt.
(Range 8) 2d10+6 damage. On hit: Dazed and Poisoned until the end of their next turn.
At 100 HP, Xanesha uses magic to boost her defenses. She creates an illusory duplicate, causing attacks to have disadvantage on her.
DIE FOR MY LORD! Xanesha is dying! 80 more damage and she dies. Xanesha radiates an exhausting aura. Each creature that starts within 4 spaces takes 10 radiant damage. At the end of each round Xanesha also takes 10 radiant damage.