Indomitable. You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Battle Master Maneuvers. Zarakash is an 11th-level Fighter. Its combat ability is Dexterity (maneuver save DC 17). The dice are d10s. Zarakash knows these maneuvers:
Ambush 3/Day. When you make a Dexterity (Stealth) check or an initiative roll, you can add one superiority die to the roll, provided you aren’t incapacitated.
Commanding Presence 3/Day. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can add one superiority die to the ability check.
Disarming Attack 3/Day. When Zarakash hits a creature with a weapon attack, use one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. Add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object. The object lands at its feet.
Trip Attack 3/Day. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Pushing Attack 3/Day. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Menacing Attack 3/Day. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Precision Strike 3/Day. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Multi-Attack. Attacks thrice with a weapon of his choice.
Wakizashi, +1. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 9 (1d6 + 6) slashing damage.
Zarakash's Revolver. Ranged Weapon Attack: +12 to hit, range 40/120 ft., 1 target. Hit: 15 (2d8 + 6) force damage.
Second Wind. You can use a bonus action to regain hit points equal to 1d10 + 11. Once you use this feature, you must finish a short or long rest before you can use it again.
Opportunity Attack. Regular opportunity attack rules.
Zarakash has 2 legendary actions per round
Weapon Attack (Costs 1 Action). Attack with currently drawn weapon.
Perceive (Costs 2 Actions). Rolls Perception check to find hidden enemies.
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.
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