Devils sight. The zaroth can see up to 120 feet in darkness and can see through magical darkness
Battleaxe 1d8+4 or 1d10+5
Shortbow 1d6+1 and 2d6 fire damage
Fire darts. The zaroth conjures 6 darts and throws them into a 30 foot cube that it can see. Each creature in the cube must make a dc14 dex save or take 3d4 fire damage or half on a successful save
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Zaroths are the archdevils representatives on the matiral plane giving instructions to cults and harvesting souls for their masters. When they are in hell they serve as the flying infinitry in the hellish legions raining death and destruction on enemy forces
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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