Medium Humanoid, Chaotic Neutral
Armor Class 15 (studded leather)
Hit Points 76 (8d8 + 1)
Speed 30 ft., swim 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +6, CHA +8
Skills Arcana +5, Athletics +3, Deception +8, Religion +5
Damage Resistances Cold
Senses Darkvision 60, Passive Perception 10
Languages Abyssal, Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Grasp of the Deep. Zora has the ability to magically summon a spectral tentacle that strikes at her foes. As a bonus action, she can create a 10-foot-long tentacle at a point she can see within 60 feet of her. The tentacle lasts for 1 minute or until you she uses this feature to create another tentacle.

When she creates the tentacle, she can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (her choice when it takes the damage) and its speed is reduced by 10 feet until the start of her next turn.

As a bonus action on her turn, she can move the tentacle up to 30 feet and repeat the attack.
she can summon the tentacle 5 times per long rest.

Scion of the Deep. Zora can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of her. The creature can understand her and can respond telepathically.

Fathomless Soul. Zora can breathe both air and water. Also, the tentacle Zora creates with Grasp of the Deep can defend her and others. When she or a creature she can see takes damage while within 10 feet of the tentacle, she can use her reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.

"I've seen enough ****** to know where this is going..." Zora has established a familiar bond with a deep sea octopus. The octopus has a stat block identical to a standard octopus, plus the benefits granted from the Investment of the Chain Master ability.  

Voice of the Chain Master. Zora can communicate telepathically with her familiar and perceive through her familiar's senses as long as she is on the same plane of existence. Additionally, while perceiving through her familiar's senses, she can also speak through her familiar in her own voice, even if her familiar is normally incapable of speech.

Investment of the Chain Master. When Zora casts find familiar, she infuses the summoned familiar with a measure of her eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (her choice) of 40 feet.
  • The familiar no longer needs to breathe.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Misty Visions. Zora can cast Silent Image at will, without expending a spell slot or material components. 

Damn the pirates are really getting their shit kicked in right now. Zora can spend 10 minutes inspiring her companions, shoring up their resolve to fight. When she does so, choose up to six friendly creatures (which can include herrself) within 30 feet of her who can see or hear her and who can understand her. Each creature gains 13 temporary HP.
A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Human Determination. When Zora makes an attack roll,  an ability check, or a saving throw, she can do so with advantage. Once she uses this ability, she can’t use it again until she finishes a short or long rest.

Spellcasting. Zora is a 8th-level spellcaster. Its spellcasting ability is CHA (spell save DC 15, +8 to hit with spell attacks). Zora has following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Poison Spray, Chill Touch
4th level (2 slots): Create or Destroy Water, Gust of Wind, Spider Climb, Lightning Bolt, Major Image, Hallucinatory Terrain, Control Water, Evard's Black Tentacles, Banishment, Find Familiar 

Actions

Multiattack. Zora's Octopus can take two attacks per action. They can also use one reaction to reload both their pepper-boxes. 

Zora's Musket.  Ranged Weapon Attack: +7 to hit, reach 120 ft., 1 target. Hit:  8 (1d10 + 3) piercing damage. 

Octopus's Pepperboxes. Ranged Weapon Attack: +4 to hit, range 60 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage. Ordering the octopus to attack costs a bonus action. 

 

Reactions

Tomb of Levistus. (Recharges on short or long rest.) As a reaction when Zora takes damage, she can entomb herself in ice, which melts away at the end of her next turn. She gains 80 temporary hit points which take as much of the triggering damage as possible. Immediately after you takes the damage, you gains vulnerability to fire damage, her speed is reduced to 0, and she is incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. 


Description

Enter a general description for your monster here.

Previous Versions

Name Date Modified Views Adds Version Actions
10/12/2020 12:44:34 PM
3
1
--
Coming Soon
Lukasha7

Comments

Posts Quoted:
Reply
Clear All Quotes