Armor Class
11
Scales
Hit Points
15
(4d4 + 5)
Speed
60 ft.
STR
9
(-1)
DEX
14
(+2)
CON
11
(+0)
INT
2
(-4)
WIS
13
(+1)
CHA
8
(-1)
Saving Throws
DEX +4
Senses
Blindsight 90 feet, Passive Perception 11
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Overly Energized. The zapparaz must move 60 feet before ending its turn. If the zapparaz fails to do so, it takes 2(1d4) lightning damage for every 5 feet not traveled.
Pack Tactics. The zapparaz has advantage on an attack roll against a creature if at least one of the zapparaz's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Claw Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (2d4 + 1) slashing damage.







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