Medium Humanoid (Warforged), Neutral Evil
Armor Class 18 natural armor
Hit Points 74 (9d8 + 3)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws CON +6, WIS +7
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Blinded, Poisoned
Senses Passive Perception 14
Languages Common, Infernal, Dwarven
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Fortitude of the Forge: Any fire damage taken is reduced by 1d6, any fire damage dealt is increased by 1d6.

 

Spellcasting. Zyros is a 7th-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 16, +8 to hit with spell attacks). Zyros has the following Cleric spells prepared:
Cantrips (at will): Radiant Flame, Spare the Dying, Toll the Dead
1st level (4 slots): Guiding Bolt, Cure Wounds, Sleep 

2nd level (3 slots): Heat Metal, See Invisibility, Spiritual Weapon

3rd level (2 slots): Dispel Magic, Bestow Curse, Feign Death

4th level (1 slots): Banishment

Actions

Molten Hammer

Action Melee Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: # (1d6 + 4) [Bludgeoning] damage + (1d6) [Fire Damage]

 

Steam Eruption (charge 5-6) Boiling magical steam erupts from the chest of Zyros exploding out in a 30ft. cone. Players in range must succeed on a 16 DEX save or take 5d6 fire damage and be blinded until the end of their next turn. Players who succeed take half damage and are not blinded. 

 

Bonus Actions

Healing Word

Reactions

Opportunity attack.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Aubz

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