Medium Humanoid, Lawful Good
Armor Class 17 leather armour
Hit Points 153 (17d10 + 51)
Speed
STR
12 (+1)
DEX
18 (+4)
CON
17 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws CON +8, INT +10
Skills Arcana +12, Medicine +14, Religion +13
Condition Immunities Charmed, Paralyzed, Petrified, Poisoned
Senses Passive Perception 16
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Potion Master. Zatu can spend two hours a night to replenish 6 potions from his arsenal (20 minutes per potion). Zatu cannot prepare more potions than the maximum for each potion type.

Spellcasting. Zatu is a 17th-level spellcaster. His spellcasting ability is [intelligence] (spell save DC 19, +11 to hit with spell attacks). Zatu has the following [Atificer] spells prepared:
Cantrips (at will): [Toll the dead], [Message], [Shocking grasp], [Spare the dying] 
1st level (4 slots): [Tasha's caustic brew], [Cure Wounds], [Detect Magic] 

2nd level (3 slots): [Dragon's breath], [Hold person], [Maximillion's earthen grasp]

3rd level (3 slots): [Summon Shadowspawn], [Tiny Servant] [Slow]

4th level (3 slots): [Faithful hound], [Storm Sphere]

5th level (1 slots): [immolation], [Wall of force]

Actions

Multiattack. Zatu can make 2 staff attacks or throw 2 potions with the action on his turn.

Staff of Wano. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 7) [Magical Bludgeoning] damage. 

Faltine Fires (5 Maximum). RangedWeapon Attack: +11 to hit, range 80 ft., 1 target. Hit: 20 (5d6 ) [fire] damage.

Acidic Salve (3 Maximum). RangedWeapon Attack: +11 to hit, range 80 ft., 1 target. Hit: 15 (3d8 ) [acid] damage. On hit the target must succeed a DC 16 constitution saving throw or lose 1 AC. 

Adrenelline Surge (3 Maximum). RangedWeapon Attack: +11 to hit, range 80 ft., 1 target. On hit the target gains a boost of adrenelline on their next turn they can make an extra attack or travel an additional 30ft. 

Volitile Steroid (5 Maximum). RangedWeapon Attack: +11 to hit, range 80 ft., 1 target. On hit the target gains a burst of strength when they make a melee weapon attack on their next turn they can add 2d8 to the damage dealt. 

Paralytic agent (2 Maximum). RangedWeapon Attack: +11 to hit Range 80 ft., 1 Large or smaller target. The target must succeed a DC 16 CON saving throw or become paralysed for 1 minute. the target can repeat the save at the end of their turn. 

Balzars Oil (3 Maximum). Zatus hurls a bottle of oil anywhere within 80ft, the bottle creates a puddle of oil with a 20ft radius, any targets who start their turn, or enter the puddle must succeed a DC 14 dexterity saving throw or be knocked prone. 

Gaias blessing (4 Maximum). RangedWeapon Attack: +11 to hit Range 80 ft., 1 target. On hit the target regains 32(8d6) hit points

Uros  Purge (2 Maximum). Zatu coats his hands in a mystic liquid and touched one target within 5ft, the target becomes cured of any status condition they are currently affected by (except any that require greater restoration or higher)

Bonus Actions

Blinding flash (4 times per long rest) When Zatu is hit by an attack from a target he can see, he can force the attacker to make a DC 19 constitution saving throw on a failed save the target is blinded until the end of their next turn. 

Reactions

Spectral Wyvern. Zatu summons a spectral wyvern, the wyvern touches one target within 30ft of zatu. The target gains 24(8d4) hit points. 

Spectral tiger. When Zatu hits a target with his staff he can summon a spectral tiger, the tiger engulfs the staff and deals an additional 12(2d10) Force damage. 

Boots of winding path. Zatu can teleport 15 ft to an unnoccupied space he can see, Zatu must have occupied that space at somepoint this turn. 

Radiant weapon. Zatu can cause his staff to shed a bright light for 30ft and a dim light 30ft past that. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

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.

firelordwasif

Comments

Posts Quoted:
Reply
Clear All Quotes