Small Monstrosity, Unaligned
Armor Class 13 Natural Armor
Hit Points 67 (8d8 + 8)
Speed 35 ft., climb 25 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)
Skills Athletics +5
Senses Darkvision 30 ft., Passive Perception 11
Languages Common Understands, does not speak.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects.

Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 16 for wood or bone, AC 18 for earth or stone, or AC 20 for metal. If the zorbo isn’t in contact with any of these substances, its AC is 13.

Darkvision. The Juvenile Zorbo has 30 ft. of Darkvision.

Actions

Multiattack. The Juvenile Zorbo makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 5) piercing damage.

Destructive Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (4d6 + 3) slashing damage.

If the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking a permanent and cumulative −2 penalty to the AC it offers, and the zorbo gains a +2 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.

 

 

Description

A zorbo (pronounced ZOR-boh) is a ferocious omnivore similar in size and appearance to a koala. Living in trees and caves, it has long claws, a dour disposition, and a fondness for humanoid flesh. A zorbo alters its natural armor to match its surroundings, and it can weaken and destroy armor, shields, and protective magic items with its sharp claws.

Monster Tags: monstrosity

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