Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 820 (4d10 + 800)
Speed 25 ft., Zeromus Floats 1-3 feet off the ground and can fly up to 200 feet into the air
STR
8 (-1)
DEX
1 (-5)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +7, INT +7, CHA +8
Skills Arcana +10, History +7
Damage Immunities Fire, Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 16
Languages Understands the languages of its creator but can't speak, Zeromus communicates with strange wordless music, All Espers can communicate in the Esper Language (Zeromus does this telepathically)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Zeromus (medium esper)

Summon Zeromus, an eight foot tall  black/violet floating statuesque construct that glows dimly like a crystal it is aligned to the element of Acid. Its base appears to be that of a hexagonal crystal and the upper body appears to be an angelic woman with one wing broken off, one arm draped over the one remaining wing and the other arm covering its eyes. Zeromus floats 1-3 feet off the ground and must remain within 60 feet of the summoner that calls it at the end of each round or vanish.

The glow from Zeromus illuminates an area of 10 foot radius in a dim violet light in dark areas. the glow is not constant and seems to pulse like a heart beat. There is a strange swirling feeling around Zeromus that allies can sense, remaining close to Zeromus constantly can cause dizziness to a point of passing out.

Unseen Shield  all physical attacks against Zeromus are disadvantaged however any non magical damage dealt to Zeromus deals double damage to the construct.

Immutable Form. Zeromus is immune to any spell or effect that would alter its form.

Magic Resistance. Magical damage dealt to Zeromus is cut in half.

Allure of Darkness. At the end of each round every foe within a 30 foot radius of Zeromus are pulled towards it by 5 feet, strength saving throw against a DC of 12 to avoid this.

HP is Calculated based on the Summoner's Stats

  • 4d10 + (summoner's full intelligence stat) (+1d10 [+summoner's intelligence modifier]/lvl above 1) 
  • HP on this card is the suggested Trial encounter HP 
Actions

Innate Spellcasting: can innately cast the following spells, requiring no material components

  • At will: Darkness, hold person/monster, feather fall, Gravity
  • 3/day each: Magic Circle, teleportation circle, reverse gravity
  • 1/day: Anti-magic Field

Unique Spells description:

  • Gravity. Range 80 ft. a 5 foot radius within range and deal Hit: 5+(1d6+intelligence modifier) (+1d10 per spell slot level above 3rd) necrotic damage. Targets must make a dexterity saving throw or take full damage and be pulled in 5 feet towards the direction indicated by the caster. (Level 3 spell).

Other Actions

Gravity Bind. Target a 10 foot line up to 30 feet away, all target take Hit: 4+ 1d12 (+intelligence modifier(3)) necrotic damage, constitution saving throw against a DC of 12 of have their AC temporarily cut in half for one round this cannot destroy armor

Pull of the Earth. (This is an additional action at the end of Zeromus turn) pull in all opponents within a 30 foot radius of Zeromus by 5 feet, targets must make a strength saving throw against a dc of 10 to avoid this.

River Styx. Concentration for 1 minute, all opponents within 15 feet of Zeromus take 1d6 acid damage at the start of their turn. At the Start of Zeromus' turn all opponents within 15 feet of Zeromus take 1d8 +int(3) acid damage constitution saving throw against a dc of 14 or take full damage. A green swirling aura appears around Zeromus that looks almost like tortured souls creating a strange distant screaming sound.

Hell Cannon (Recharge 3). (deathblow) Zeromus floats up high into the air and aims its base in one direction, all foes in a 10 foot by 30 foot line are dealt Hit. 8 +4d8 +Int(3) (+1d10+int(3) per levels 6, 8, 12 and 15) Acid damage, targets must make a dexterity saving throw against a dc of 16 or take full damage, additionally must make a constitution saving throw against a DC of 14 of have their AC temporarily reduced by half for three rounds, the AC reduction cannot destroy armor. Opponents at the very tail end of this attack take an additional 1d8 +int(3) (+1d8+int(3) per levels 6, 8, 12 and 15) acid damage and are knocked by 5 feet.

Charge Cannon: Heal 1d4 +INT(3) (+1d4 per level to a max of 8d4) Zeromus must roll wisdom against a DC of  12 to gain a recharge for Hell Cannon

Reactions

Reflect Magic: Once every 6 turns when Zeromus is successfully targeted by a single target spell below 5th level Zeromus can redirect that spell the same distance from the caster in any direction. Zeromust must succeed an Intelligence throw against a DC of 14 to succeed

Reverse: Once every 6 turns when Zeromus is successfully targeted by a single target physical attack the attack or attacker is turned around and continues its attack in the opposite direction of Zeromus. Zeromus must succeed an intelligence throw against a DC of 14 to suceed this reaction.

Lair and Lair Actions

Zeromus Trial location is known as the Temple of the Moon or Zeromus Trial location. It is a 300 foot square area with a chasm  cutting in the area in half, the chasm is 50 feet deep and 60 feet wide. There are two 20 foot wide bridges here on opposite ends with Zeromus floating between the two bridges, there are no railings on these bridges and the surfaces are extremely slippery like glass. The base of the Chasm is littered with bones and glowing purple gems.

The temple ruins are open to the night sky with the Moon seemingly appearing much larger and closer than ever before. When the Trial begins the outer rim of the temple is locked in a violet magical cage going high up towards the moon, a strange sensation can be felt as if the entire building is being forced up into space toward the moon. the Moon will appear to come closer and closer as the trial continues. if the Trial lasts more than 60 rounds the everything in the temple aside from constructs will die instantly. as the magical barrier around the temple fades and the temple is now in space, sucking all the air out of the temple.

Special conditions in this location:

  • At the end of every round all targets in this location are pulled toward Zeromus or toward the edge of the chasm by 5 feet this cannot be avoided.
  • Falling into the chasm take 5d6 bludgeoning damage
  • Zeromus will remain floating on the same level as the bridges and will continually make its way back and forth between the two bridges above the chasm
  • River Styx will be constantly hitting a 60 foot sphere around Zeromus
  • Acid and Necrotic damage sources are advantaged here
  • after 60 rounds the Trial ends with the party losing and being sent back to their original realm.

Monster Tags: construct

Habitat: Underdark

Zerrachiel

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