Multi-Attack: Make three Axe of Sins attack or use one Axe of Sins attack and use Absorb Sins
Action Name. Axe Of Sins.
Action Melee Attack. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 30 (4d10 + 10) [damage type] damage.
Action Name. Absorb Sins.
Ranged Spell Attack. Ranged Spell Attack: Wis 23, reach 90 ft. radius, 1 target. Hit: The target must confess their first sin and then is absorbed by Zathulzar. Here is the list of sins and what they do. ( Must choose a different target each time)
-Pride: If the first target's sin is Pride, Zathulzar gets a plus three to his ac and gains 20 temp hp (This doesn't stack).
-Greed: If the target's sin is Greed, Zathulzar gets to take one ability from that player and can use it for three rounds as if it was a passive (Does not stack) that player can't use that ability for three rounds.
-Lust: If the target's sin is Lust, Zathulzar makes that target make a CHA saving throw of 22 and if fail that target is under the Charm Person spell for a minute until they succeed the spell saving throw.
-Envy: If the target's sin is Envy, Zathulzar turns the room pitch black and disguises himself as another player to spot the difference make a Wis save of 21 or until he attacks and breaks the spell.
-Gluttony: If the target's sin is Gluttony, Zathulzar makes a melee attack +15 to hit and consumes the player ( Can only consume one person at a time) They are blinded and restrained while taking 50(8d10) fire damage. Has to make a STR saving throw of 25 to break out or has to take over 40 damage to make a CON saving throw of 26 and throws up that target and they are Prone.
-Wrath: If the target's sin is Wrath, Zathulzar gets a +5 to attacks and plus 20 damage on his Axe Of Sins Attack ( Doesn't Stack).
-Sloth: If the target's sin is Sloth, Zathulzar gets immunity to one kind of damage his choice. (Can not stack) Also can't take damage from that player until that players next turn
Description
Known as the first sin to walk the ruined world of Alexandria. He brings down worlds to his knees as everyone tries to cleanse their sins but none can beat that of their first sin.
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.
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