Global controls

Senna'Hoj
gargantuan dragon (Shapechanger), lawful neutral
| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 14 | +2 | +11 |
| CON | 22 | +6 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 26 | +8 | +17 |
| WIS | 22 | +6 | +15 |
| CHA | 25 | +7 | +16 |
Traits
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.
At will: , , , , , , ,
3/day each: , , , , , , , , , ,
1/day each: , , , ,
Actions
It can revert to its true form as a bonus action, or if reduced to 0 hit points.
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.
Reactions
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.
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.
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.

Senna'Hoj
gargantuan dragon (Shapechanger), lawful neutral
| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 14 | +2 | +11 |
| CON | 22 | +6 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 26 | +8 | +17 |
| WIS | 22 | +6 | +15 |
| CHA | 25 | +7 | +16 |
Traits
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.
At will: , , , , , , ,
3/day each: , , , , , , , , , ,
1/day each: , , , ,
Actions
It can revert to its true form as a bonus action, or if reduced to 0 hit points.
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.
Reactions
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.
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.
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.

Senna'Hoj
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 can, but chooses not to. Every word is technically true, often unsettlingly so. Its honesty is cold and exact, never generous.
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.
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:
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:
Name Form Role The Game Legacy & Hook Orlas IV, King Eternal Human male Beloved monarch and statesman Rebuilt 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 Red Elven woman Legendary assassin and founder of the Whispering Knives Created 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 Emberlight Divine abstraction A godlike entity of fire and rebirth Inspired 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 Marr Dwarven male Crippled vizier in three rival courts Orchestrated 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. Whisperglass Genderless tiefling Oracle and information broker Maintains 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 Darnel Human male Adventurer and charming rogue Embedded 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 Twin Conjoined siblings (unknown species) Twin-bodied priest-kings Explored 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.
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:
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.”