Medium Construct, Any Evil Alignment
Armor Class 20 (natural armor)
Hit Points 139 (18d10 + 40)
Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +12, DEX +10, CON +10, INT +12
Skills Arcana +12, History +12, Insight +9, Investigation +9, Perception +9
Damage Vulnerabilities Acid
Damage Resistances Fire, Lightning
Damage Immunities Necrotic, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the zorrander ripper fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it is in its lair and the main CPU has not been destroyed, the zorrander ripper can leave a destroyed host and phase into the wall, becoming active again on another floor.

Spellcasting. The zorrander ripper is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks) and can cast through any of the host bodies that it inhabits. The zorrander ripper has the following wizard spells prepared:

Cantrips (at will): lightning lure, shocking grasp, thunderclap

1st level (4 slots): alarm, detect magic, magic missile, shield, thunderwave, witch bolt

2nd level (3 slots): blur, misty step, shatter,

3rd level (3 slots): haste, hypnotic pattern, lightning bolt, thunder step

4th level (3 slots): hallucinatory terrain, storm sphere

5th level (3 slots): far step, steel wind strike, synaptic static

6th level (1 slot): chain lightning, globe of invulnerability, programmed illusion

7th level (1 slot): delayed blast fireball, mirage arcane, power word pain, project image

8th level (1 slot): antimagic field, illusory dragon, power word stun

9th level (1 slot): invulnerability, prismatic wall

Actions

Tazing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) lightning damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The zorrander ripper 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 zorrander ripper regains spent legendary actions at the start of its turn.

Cantrip. The zorrander ripper casts a cantrip.

Tazing Touch (Costs 2 Actions). The zorrander ripper uses its Tazing Touch.

Overload (Costs 3 Actions). Each creature within 20 feet of the zorrander ripper must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

A Zorrander Rippers’s Lair

A zorrander ripper inhabits the tower that houses its central processing unit. It can inhabit and control any construct body within range of its CPU.

Everything about a zorrander rippers's lair reflects its keen mind and wicked cunning, including the traps that secure it. Constructs lurk in shadowy recesses, emerging to destroy those who dare to disturb the zorander ripper's work.

In order to permanently destroy the zorrander ripper, its CPU must be located and destroyed. 

Lair Actions

On initiative count 20 (losing initiative ties), the zorrander ripper can take a lair action to cause one of the following magical effects; the zorrander ripper can’t use the same effect two rounds in a row:

  • The zorrander ripper rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The zorrander ripper targets one creature it can see within 30 feet of it. A crackling cord of lightning tethers the zorrander ripper to the target. Whenever the zorrander ripper takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the zorrander ripper takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the zorrander ripper or the target is no longer in the zorrander ripper’s lair.
  • The zorrander ripper activates the defensive tesla coils on this floor of the tower. These coils attack one creature that the zorrander ripper can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) lightning damage on a failed save, or half as much damage on a success. The coils then deactivate.

Previous Versions

Name Date Modified Views Adds Version Actions
8/27/2020 2:37:49 PM
1
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Coming Soon
8/28/2020 1:47:49 PM
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Coming Soon
Zaraldri

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