Breath Weapon. The Zargel imitates any dragon's breath weapon using 1d20 damage. The Zargol has 1 charge. After a long rest, the Zargol regains all charges.
Shape Change. The Zargel changes into any form, not above medium size.
Spellcasting. The Zargel is a 4-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +10 to hit with spell attacks). The Zargol has the following spells prepared:
Cantrips (at will): Poison Spray, Fire Bolt
1st level (at will): Magic Missile, Thunderwave 2nd level (at will): Acid Arrow, Invisibility
Multiattack. The Zargel does 2 attacks; 1with the bite and 1 with the claws.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., 4 targets. Hit: (2d6 6) Slashing damage + (1d4 + 4) Poison Damage.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 2 targets. Hit: (1d8 + 6) piercing damage.
Arm Javelin*. RangedWeapon Attack: +7 to hit, range 5/200 ft., 1 target. Hit: (1d12) piercing damage.
*The Arm Javelin is a natural spear that has a magical source. It launches out of the palm.
Summon monster. The Zargol can summon any monster small or below.
Every 2 turns the Zargol can do a legendary action.
Death (Costs 1 Action). Kill any number of creatures (up to 10) automatically
Every 2 turns the Zargol can do a Mythic action.
Cult followers (Costs 1 Action). Can get up to 300 people to do whatever the Zargol commands
Description
Eons ago, before the mind flayer takeover, there was an ancient cult dedicated to evil. The rituals and sacrifices to the demon lords and other dark creatures caused a transformation. All were killed except 4 leaders of different elements. The creature is a shapechanger taking no true form. Its favorite form though is that of an orange humanoid with 2 tentacles below each arm. The mouth is layered in 4 different jaws to destroy everything it can bite. The tentacles, hands, and feet all have destructive talons that are poisonous. The Zargel are lesser versions of the Zargol
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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