Huge Monstrosity, Unaligned
Armor Class 20 Natural armor
Hit Points 408 (20d12 + 160)
Speed 80 ft., climb 50 ft.
STR
21 (+5)
DEX
26 (+8)
CON
27 (+8)
INT
13 (+1)
WIS
18 (+4)
CHA
27 (+8)
Saving Throws DEX +14, CON +14, WIS +10
Skills Acrobatics +16, Athletics +13, Perception +12, Stealth +16
Damage Immunities Lightning, Thunder
Condition Immunities Frightened, Paralyzed, Stunned
Senses Darkvision 120 ft., Passive Perception 23
Languages Primordial
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Keen Hearing and Smell. The Zinogre has advantage on Wisdom (Perception) checks that rely on hearing or smell. 

Pounce. If the Zinogre moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the Zinogre can make one bite attack against it as a bonus action.

Static Charge. The Zinogre is able to build up a charge on it's body, when it is charged each of it's melee attacks deal an additional 3d10 lightning damage.

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

Actions

Thunderous Howl. The Zinogre let loose a will shattering howl, each creature that is able to hear it must make a WIS saving throw DC 16 or be frightened of it for 1 minute. Any creature frightened this way is able to make it's save again at the end of its turn.

Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 10) Slashing damage. 

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 10) Piercing damage plus (2d6) lightning damage.

Tail sweep. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 10) Bludgeoning damage.

Reactions

Opportunity of attack. This creature is able to make a claw attack at any creature that leaves it attack range of it's own free will.

Legendary Actions

This creature gets three legendary actions to use during any turn (maximum of 3) and they recharge on each of it's turns.

Charge (Costs 2 Actions). The Zinogre Charges it's self with an electric current. This charged state lasts for 3 rounds

Discharge (Costs 3 Actions). The Zinogre discharges it's electric state in a 50ft cube around itself. Each creature within range must make a DEX saving throw of 18 or take 5d12 lightning damage or half as much on a successful save.

Claw swipe (Costs 1 Action). The Zinogre makes a single claw melee attack at a creature within range.

Move (Costs 1 Action). The Zinogre moves up to half its speed.

Description

Zinogre is a quadrupedal monster with superficially lupine features. It has highly developed limbs, sharp fangs and claws. Its forelegs are extremely powerful and can kill prey in one brutal blow. Despite its hulking size, Zinogre is very agile and is able to perform many impressive aerial and land-based maneuvers. The spikes on its body mostly lie flat, but when it has built up an electric charge they stick out vertically into the air.

Monster Tags: monstrositybeast companion

Habitat: ArcticForestHillMountain

Gerng