Armor Class
14
Hit Points
92
(12d6 + 50)
Speed
STR
18
(+4)
DEX
10
(+0)
CON
14
(+2)
INT
2
(-4)
WIS
12
(+1)
CHA
6
(-2)
Skills
Acrobatics +3, Athletics +7, Perception +4
Senses
Passive Perception 17
Languages
--
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects.
Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on AC 17 for wood or bone, AC 18 for earth or stone, or AC 19 for metal. If the zorbo isn't in contact with any of these substances, its AC is 14.
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a destructive claws attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond. Borbo can add their proficiency bonus to any ability check or saving throw that the beast makes (already included).
Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.
Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.
Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + 6. Once it uses this feature, it must finish a short or long rest before it can use it again.
Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.Actions
Multiattack: the beast makes 2 attacks
Destructive Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 4) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 15 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/22/2021 6:51:04 PM
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1
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1/22/2021 6:54:03 PM
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1
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1/22/2021 6:55:08 PM
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2
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0
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2/3/2021 12:00:42 AM
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7
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2/3/2021 12:09:28 AM
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8
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0
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Coming Soon
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