Medium Aberration, Chaotic Good
Armor Class 16 Natural Armor
Hit Points 800 (100d10 + 250)
Speed 45 ft.
STR
15 (+2)
DEX
15 (+2)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
15 (+2)
Saving Throws CON +16, INT +16, WIS +16
Senses Truesight, Passive Perception 20
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Life Bearing. Zycie can cast Cure Wounds on herself as a 5th level spell.

Life Taking. The next attack Zycie makes deals an additional 5d12 necrotic damage.

Regenerative Leech. The next attack Zycie makes deals an additional 1d4 damage to the target and heals Zycie 2d8 hit points. At the start of each round for the next minute, the target takes 1d4 damage and Zycie heals for that same amount.

Actions

Flee. After making the Attack action, Zycie can take the Dash action.

Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d10 + 3) bludgeoning damage. 

Medicine Orb. Zycie makes a melee attack roll against a target within 5 feet. On a hit, Zycie recovers 10d6 hit points and the target takes 2d4 damage. On a miss, Zycie takes 2d4 damage and the target recovers 2d8 hit points but is poisoned.

Reactions

Total Defense. When targeted by a melee attack, Zycie rolls 2d6 and subtracts the number from the attack roll. When hit by a melee attack, Zycie rolls 3d6 and subtracts the number from the damage.

Protector. When hit by an attack that deals less than 10 damage, Zycie is healed by the number instead.

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