Empowered Spells. When Zorr casts an evocation spell, he gains a +4 bonus to the spell’s damage or healing roll.
Focused Casting. Taking damage can’t break Zorr’s concentration on a spell.
Pack Tactics. Zorr has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. Zorr’s spellcasting ability is Wisdom (spell save DC 18). Zorr has the following spells prepared:
At will: guidance, light, sacred flame*, spare the dying
2/day each: aid, cure wounds*, guardian of faith, spirit shroud
1/day each: banishment, bless, dispel magic, holy weapon, protection from poison, shield of faith, summon celestial
*evocation spells with damage or healing rolls
Multiattack. Zorr makes two melee attacks. He can replace one attack with his acid breath or his metallic breath weapon if either is available.
Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Acid Breath (6/day). Zorr exhales a stream of acid in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. A creature takes 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.
Metallic Breath Weapon (1/day). Zorr uses one of the following breath weapons:
Enervating Breath. Each creature in a 15 foot cone must succeed on a DC 14 Constitution saving throw or become incapacitated until the start of Zorr’s next turn.
Repulsion Breath. Each creature in a 15 foot cone must succeed on a DC 14 Strength saving throw or be pushed 20 feet away from Zorr and be knocked prone.
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