Joined assault. The increased amount of Zaur's nearby increases their vitality.
Their maximum health increases by 3d10 Per nearby Zaur
Due to living in horrible situations, this creature cant get afflicted by Sneak attacks
Rally. Any aligned creature within 30ft ranges gains 20 temporary hit points and +3 to one ability score for 3 turns.
LockJaw. +3 to hit, reach 5 ft., 1 target. Hit: 1 (4d12 + 3) [Slashing] damage.
Scale Shot. +3 to hit, range 20/100 ft., 3 target. DEX save 18: (5d6 + 5) [Peircing] damage.
Enter the description for how bonus actions work for your monster here.
Reactive Push. All Zaur's are immune to being hit by reactions because of their natural instincts they don't allow people to pull a backside assault.
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
A large reptilian creature varying in size by how much they have eaten.
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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