Medium Humanoid (Elf, Shapechanger), Chaotic Neutral
Armor Class 20 Natural armor
Hit Points 111 (12d8 + 48)
Speed 55 ft.
STR
15 (+2)
DEX
20 (+5)
CON
18 (+4)
INT
13 (+1)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws STR +6, DEX +9
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 19
Languages Common, Elvish, Goblin
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fey Ancestry.  Zaeran has advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, he can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, he gain the same benefit that a human does from 8 hours of sleep.

Fleet of Foot. Zaeran base walking speed increases to 35 feet.

Shapechanger. Zaeran can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Deflect Missiles. When Zaeran is hit by a ranged weapon attack, the damage is reduced by 23 (1d10 +17).

Drunkard's Luck (1/Turn). When Zaeran has disadvantage on an attack roll, ability check, or saving throw, it can choose either result for that roll.

Drunken Technique. Zaeran does not trigger opportunity attacks when it moves on its turn. Also, when prone, the drunken master can spend 5 feet of movement to stand up.

Ki Fists. Zaeran unarmed strikes are magical.

Legendary Resistances (3/Day). When Zaeran fails a saving throw, it can choose to succeed instead.

Lucky (3/Day). The drunken master can re-roll an attack roll, ability check, or saving throw it makes and use either result.

Slow Fall. Zaeran takes no damage as a result of a fall.

Unarmored Defense. While Zaeran isn't wearing armor, its armor class includes its Wisdom modifier.

Actions

Multiattack. (Humanoid or Hybrid Form Only). Zaeran makes two attacks: two with its unarmed strike (humanoid form) or one with its bite and one with its claws (hybrid form).

Flailing Arms. Zaeran  makes unarmed strikes against each creature within 5 feet of its position.

Unarmed Strike (Human Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d4 + 5) slashing damage.

 

Reactions

Redirect Attack. When a creature misses Zaeran with a melee attack roll, he can use its reaction to cause that attack to hit one creature of its choice, other than the attacker, that it can see within 5 feet of it.

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Andrew666

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