Senna'Hoj

gargantuan dragon (Shapechanger), lawful neutral

Senna'Hoj
Illustration: ChatGPT

Armor Class: 22 (Natural Armor)
Hit Points: 495 ()
Speed: 40 ft., fly 80 ft.
ModSave
STR26+8+8
DEX14+2+11
CON22+6+15
ModSave
INT26+8+17
WIS22+6+15
CHA25+7+16
Skills: Arcana +17, Deception +16, Insight +15, History +17, Perception +15, Persuasion +16
Damage Resistances: force, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities: fire, necrotic, charmed, frightened, restrained, stunned
Senses: truesight 120 ft., passive Perception 25
Languages: all, telepathy 120 ft.
CR: 30 (155,000 XP); PB +9

Traits


Dual Existence: Senna’hoj exists fully and simultaneously on both the Material and Ethereal Planes. It can interact, be perceived, and take damage on either plane independently. Damage taken on one plane is tracked separately from the other.
Convergent Regeneration: Senna’hoj tracks the damage it takes on the Material Plane and the Ethereal Plane separately. At the start of its turn, it regains hit points equal to the difference between the damage it took on each plane since the end of its last turn.
If Senna’hoj takes damage on only one plane during that time, it regains all of that damage.
Example: If Senna’hoj takes 50 damage on the Material Plane and 30 damage on the Ethereal Plane during the same round, it regains 20 hit points at the start of its turn. If it only takes 40 damage on the Material Plane, it regains all 40 hit points.
Only damage taken on both planes before the start of Senna’hoj’s next turn is permanent.
Truthbound Will: Senna’hoj never lies or breaks its word unless explicitly released from a promise. It cannot be compelled to lie or violate an oath.
Timeless Strategy: Senna’hoj can’t be surprised and always takes the first turn in combat unless another creature is also immune to surprise.
Spellcaster: Senna’hoj is a 20th-level innate spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit). It requires no material components.
At will: Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

View on dndbeyond.com
, Command (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Wis. save or follow your order as Approach, Drop, Flee, Fall, Halt, etc (+1 creature/lvl).

View on dndbeyond.com
, Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
, Mage Hand (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc.

View on dndbeyond.com
, Minor Illusion (illusion)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a sound or an immobile image of an object no larger than a 5-ft cube.

View on dndbeyond.com
, Message (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The caster whispers a message to a creature within 120 ft who will be the only one to hear it. It can reply the same way.

View on dndbeyond.com
, Mind Sliver (enchantment)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on an Int. save or take 1d6 psychic damage and substract -1d4 on it's next saving throw (damage/lvl).

View on dndbeyond.com
, Prestidigitation (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc).

View on dndbeyond.com

3/day each: Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Fear (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away.

View on dndbeyond.com
, Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

View on dndbeyond.com
, Misty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

View on dndbeyond.com
, Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

View on dndbeyond.com
, Phantasmal Killer (illusion)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.

View on dndbeyond.com
, Wall of Force (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.

View on dndbeyond.com
, Absorb Elements (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

The caster has resistance to the damage received and deals 1d6 extra damage of the same type on his next attack (damage/lvl).

View on dndbeyond.com
, Suggestion (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.

View on dndbeyond.com
, Modify Memory (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).

View on dndbeyond.com

1/day each: Maze (conjuration)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Banish a creature into a labyrinthine demiplane. Intelligence check to escape before the end of the spell.

View on dndbeyond.com
, Psychic Scream (enchantment)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 10 creatures must succeed on an Int. save or take 14d6 psychic damage.

View on dndbeyond.com
, Foresight (divination)
Level: 9
Casting Time: 1 minute
Concentration: No
Ritual: No

1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage.

View on dndbeyond.com
, Mental Prison (illusion)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on an Int. save or take 5d10 psychic damage and believe to be surrounded by fire or other hazard.

View on dndbeyond.com
, Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

View on dndbeyond.com

Actions


Shapechanger: Senna’hoj magically transforms into a Medium or Large humanoid of its choosing. This form may be a real individual, a convincing replica, or an entirely original persona it has crafted. The transformation functions as True Polymorph (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a creature or object into a new form (creature <-> object). The new form can be permanent.

View on dndbeyond.com
, but Senna’hoj retains its hit points, resistances, Dual Existence, spellcasting, and all features.
It can revert to its true form as a bonus action, or if reduced to 0 hit points.
Multiattack (Draconic Form): Senna’hoj makes three attacks: one with its bite and two with its claws.
Bite (Draconic Form): Melee Attack Roll: +17, reach 15ft. Hit: 24 () Piercing damage + 14 () psychic damage.
Claw (Draconic Form): Melee Attack Roll: +17, reach 10ft. Hit: 19 () Slashing damage
Breath of Reflection (Recharge 5-6) (Draconic Form): Senna’hoj exhales fractured force and memory in a 90-foot cone. Each creature in the area must make a DC 25 Intelligence saving throw.
On a failed save, a creature takes 63 () force damage and is stunned until the end of its next turn. On a success, the creature takes half damage and isn’t stunned.
Multiattack (Humanoid Form): Senna’hoj makes two attacks with its Phaseblade or casts a cantrip and makes one attack.
Phaseblade (Humanoid Form): Melee Attack Roll: +17, reach 5ft. Hit: 22 () Force damage
Mind Pierce (Recharge 5-6) (Humanoid Form): Senna’hoj targets one creature it can see within 60 feet. The target must succeed on a DC 25 Intelligence saving throw or take 45 () psychic damage and suffer disadvantage on all Intelligence, Wisdom, and Charisma ability checks for 1 minute.
Commanding Word (1/Day): Senna’hoj issues a word of absolute authority. All creatures of its choice within 30 feet must succeed on a DC 25 Wisdom saving throw or fall prone and be stunned and incapacitated until the end of their next turn.

Reactions


Spells: Senna'hoj casts Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

View on dndbeyond.com
, Absorb Elements (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

The caster has resistance to the damage received and deals 1d6 extra damage of the same type on his next attack (damage/lvl).

View on dndbeyond.com
or Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com

Legendary Actions


Senna’hoj can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains all spent legendary actions at the start of its turn.
Detect: Make a Wisdom (Perception) or Intelligence (Investigation) check.
Teleport: Teleport up to 30 feet to a visible unoccupied space in either plane.
Subtle Cast: Cast a cantrip or 1st-level spell without verbal or somatic components
Planar Rebuke (Costs 2 Actions): Force a creature that damaged Senna’hoj this round to make a DC 25 Charisma saving throw. On a failure, the creature is instantly shunted to the opposite plane (Material ↔ Ethereal) and falls prone.

Lair Actions

Senna’hoj does not dwell in a lair in the traditional sense. It maintains a hidden sanctum, a perfectly symmetrical space that exists identically on both the Material and Ethereal Planes. Books, artifacts, even furniture are mirrored in impossible detail.
On initiative count 20 (losing initiative ties), Senna’hoj can use one of the following lair actions. It can’t use the same effect two rounds in a row.
Echo Step: Senna’hoj or one creature it can see within 60 feet is briefly mirrored between planes. The target teleports to an unoccupied space it can see within 30 feet. If the target is unwilling, it must succeed on a DC 25 Charisma saving throw or be moved involuntarily.
Phantom Reversal: Until the start of the next round, whenever a creature within the lair makes an attack roll, the attack is also duplicated as an illusory echo against a second target of Senna’hoj’s choice within 10 feet of the original target. The illusion deals no damage but may trigger reactions or confusion.
Fractured Memory: One creature of Senna’hoj’s choice that can hear or see it must succeed on a DC 25 Intelligence saving throw or become uncertain of its own past. Until the end of its next turn, the creature subtracts from all attack rolls and ability checks.
Silent Accord: Senna’hoj suppresses sound within the lair. Until initiative count 20 of the next round, all spoken communication fails unless done telepathically or magically. Verbal spellcasting requires a successful DC 25 Constitution saving throw or the spell is lost.
Reflective Doubt: One creature of Senna’hoj’s choice within 60 feet must succeed on a DC 25 Wisdom saving throw or become overwhelmed by a sensation of déjà vu and mirrored self-doubt. Until the end of its next turn, the creature cannot take reactions and has disadvantage on saving throws.

Regional Effects

In the region surrounding Senna’hoj’s current persona, subtle distortions emerge over time. These effects can persist long after Senna’hoj has moved on, like footprints in glass.
Strange Coincidences: Locals finish each other’s sentences, speak prophetic dreams, or unknowingly echo ancient phrases.
Reflection Lag: Polished surfaces occasionally show a reflection with slightly different posture or clothing.
Discomfort in Lying: Those who lie in the region often feel uneasy, and some develop a subconscious reluctance.

Notes

Senna’hoj is a singular entity—an ancient dragon unlike any other. Its body and spirit exist entirely and simultaneously on both the Material and Ethereal Planes. This is not a flickering presence or a planar tether—Senna’hoj is fully present in both planes at all times.
This impossible state is a tightly held secret. No aura betrays it. No distortion follows in its wake. Its wounds close within seconds unless struck in precisely the same way across both planes. Many who’ve tried to kill it have walked away victorious—only to meet it again in another place, another form, the same eyes watching.
Senna’hoj was not born as it is. Legends disagree whether it was split across planes, or merged into itself by accident, or simply willed itself into duality. The only certainty is that Senna’hoj has been playing the long game ever since.

Evolution of Purpose

Senna’hoj began, like many dragons, hungry for power. It ruled, conquered, and hoarded. But centuries passed. Its empire crumbled. Power grew dull. What remained was time—and the mind to use it.
Senna’hoj reinvented itself. It began to live not for domination, but for the Game.
Now, Senna’hoj seeks no thrones—only challenge. It inserts itself into mortal civilizations with new identities: a masked ruler, a god-king, a philosopher, a merchant. It plants ideas and watches them bloom or burn. Each persona is a project, sometimes lasting centuries. When it is bested, it does not rage. It studies, smiles, and moves on—unless it was cheated. In those cases, its vengeance is absolute.
“You believe you’ve won. Perhaps you have. But you should ask yourself why I let you.”

Personal Code

Senna’hoj lives by a code as ancient as itself:
  • It does not lie.
    It can, but chooses not to. Every word is technically true, often unsettlingly so. Its honesty is cold and exact, never generous.
  • It does not cheat.
    In any game, deal, contest, or conflict, Senna’hoj adheres to the rules with obsessive precision. This is not honor—it is aesthetic. Cheating is inelegant.
  • It does not forget.
    Senna’hoj remembers every persona it has worn, every deal it has struck, every betrayal it has suffered. All of it is part of the next move.

Subtle Tell-Tales

Though its forms change, Senna’hoj can be identified—if one knows what to look for:
  • Double Shadow: In flickering light, it sometimes casts a second shadow, slightly out of sync.
  • Asymmetric Blinking: It never blinks both eyes simultaneously.
  • Mirrored Reflection: Reflections in water or mirrors may be reversed, delayed, or depict a different form entirely.
These anomalies are not magical—they are side effects of Senna’hoj’s nature. Harmless. Subtle. And utterly unforgettable once noticed.

Notable Personas

Senna’hoj has lived thousands of lives. Here are just a few the world still whispers about:
NameFormRoleThe GameLegacy & Hook
Orlas IV, King EternalHuman maleBeloved monarch and statesmanRebuilt a ruined kingdom into a model of stability over 60 years, testing the limits of peaceful governance.Statues, laws, and a holiday still bear his name. The king “vanished on pilgrimage,” and his royal line still receives anonymous guidance. Rumors persist that he never died.
Virele the RedElven womanLegendary assassin and founder of the Whispering KnivesCreated a transcontinental guild governed by rigid principles of honor and artistry in death.The guild survives today, fractured into factions debating the true meaning of Virele’s Code. A lost notebook with Virele’s symbol has recently resurfaced.
The EmberlightDivine abstractionA godlike entity of fire and rebirthInspired dozens of belief systems, then watched as they fractured through prophecy and war.Shrines remain hidden in ruined temples. One of the Emberlight's former high priests claims to receive visions again for the first time in 300 years.
Doven MarrDwarven maleCrippled vizier in three rival courtsOrchestrated a three-way collapse from inside, destabilizing a region to study the resilience of fractured systems.Each nation remembers him differently: savior, traitor, or ghost. A secret society founded on his "principles" unknowingly continues Senna’hoj’s long-finished experiment.
WhisperglassGenderless tieflingOracle and information brokerMaintains a clandestine web that trades truths, lies, and predictions with deadly precision.No two people agree on what Whisperglass looked like. Anyone who claims to have met them may be part of a deeper manipulation. Some say Whisperglass never stopped operating.
Jett DarnelHuman maleAdventurer and charming rogueEmbedded within a rising group of heroes to test the influence of minor actions on major world events.His former companions became gods. He “vanished” before the final battle. One of them still dreams of him—asking strange questions in familiar tones.
The Seamless TwinConjoined siblings (unknown species)Twin-bodied priest-kingsExplored the spiritual significance of dual identity and divine symmetry within an early planar religion.The empire is long gone, but twin statues appear in unexpected places across the planes. A planar scholar believes they are appearing more frequently—marking something’s return.
Each of these lives is remembered—but never linked. The same mind behind each mask, playing a new game.

Roleplaying Senna’hoj

Use Senna’hoj as a recurring NPC. They may be friendly, neutral, or even an ally. Their power should remain hidden until far later in the story. They will not attack unless cornered, and even then, will often vanish rather than fight.
If defeated, Senna’hoj may allow the party to believe they have killed it—only to reappear later in another form… or, chillingly, the same one. This reappearance should never feel like a cheap twist; it is a consequence of misunderstanding the rules of the Game.
If bested honorably, Senna’hoj respects the party. If betrayed or tricked, Senna’hoj becomes a cold, methodical force of vengeance.

Victory Without Death

Senna’hoj can be defeated, but killing it outright is almost impossible. True victory comes by:
  • Outsmarting it at its own game.
  • Unraveling one of its personas.
  • Winning a contest of wills or wits.
  • Turning one of its networks against it.
  • Proving a philosophical point it cannot counter.
And if such a victory is earned with discipline and fairness, Senna’hoj may concede—and leave.

Final Note

Senna’hoj is not a villain to be slain. It is a story that lives beside your players, testing them, learning from them, and always playing. Only epic-tier adventurers can truly grasp its scope, and even they may find that the most dangerous foe is not the one who breathes fire—but the one who never tells a lie.
“The game is still in motion. You only think it’s over because you’ve stopped playing.”

Tags:lawfulneutraldragontruesightflyingarcanadeceptioninsighthistoryperceptionpersuasionlegendary actionslair actionsregional effectsresistanceimmunity

AI Images

You came from a site that bans AI generated images so we have disabled AI images for you.
or


If you want to change these settings later, you can do so in the generative ai section on the about page.