Medium Humanoid (Lizardfolk), Neutral Evil
Armor Class 15 Blue Mask Armor
Hit Points 215 (13d8 + 39)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
16 (+3)
INT
19 (+4)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws WIS +10, CHA +8
Damage Resistances Cold, Thunder
Damage Immunities Lightning
Senses Passive Perception 19
Languages Common, Draconic Blue Dragon Mask
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Zal'fune has a cursed Blue Dragon Mask and this provides the following effects:

Damage Absorption. Zal'fune regains hit points equal to half of any lightning damage you are dealt.

Draconic Majesty. While Zal'fune is wearing no armor, he can add your Charisma bonus to your Armor Class.

Dragon Sight. Zal'fune gains darkvision with a radius of 60 feet, Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.

Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.

Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn, this excludes himself.

Spellcasting. Zal'fune is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, + 12tohit with spell attacks). Zal'fune has the following wizard spells prepared:

Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp

1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave

2nd level (3 slots): darkness, mirror image, misty step

3rd level (3 slots): dispel magic, fear, lightning bolt

4th level (3 slots): dimension door, greater invisibility, ice storm

5th level (2 slots): cone of cold, wall of force

6th level (1 slot): chain lightning

7th level (1 slot): teleport

Actions

Multiattack. Zal'fune makes two attacks: one with its quarterstaff and one with its bite.

Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6)lightning damage.

 

Legendary Actions

Zal'Fune can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zal'fune regains spent legendary actions at the start of its turn.

Lightning Storm(Cost: 2 actions): The build-up of lightning from the cursed mask explodes from him dealing 4d6 lightning damage to creatures within 10ft of him, healing him for half the damage dealt.

Teleport (Cost: 1 action): Zal'fune teleports in a crack of lightning up to 30ft to an unoccupied space he can see.

Description

Zal'Fune left his adventuring party as a young Lizardfolk to go back to his family of squirrels. Upon arrival, he found that most of the city had been detroyed by hunters and ravagers, and so he sought revenge commanding the surviving squirrels of the area as well as any he came across to help in the fight.

After killing the hunters who devestated his home, the squirrels crowned him as their king and he has ruled them ever since.

Zal'fune was gifted a mask by another animal king's ambassador; this turned out to be a ploy to destroy his family and was in fact a dragon mask cursed to turn the wearer evil until the spell is broken.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Zal'fune takes a lair action to cause one of the following effects; Zal'fune can’t use the same effect two rounds in a row:

  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that Zal'fune can see. They must be within 120 feet of the dragon and 60 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
  • Zal'fune targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth’s choice within 60 feet of it.
  • Zal'fune targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
  • Zal'fune summons 2d4 Dire Squirrels (using the Dire Corby stat block replacing Claw with Bite). Their initiative count is 19 (losing initiative ties). This lair action cannot be used until all the summoned squirrels are dead.

Regional Effects

The region containing Zal'fune’s lair is changed by the mask's power, which creates one or more of the following effects:

  • Thunderstorms rage within 6 miles of the lair.
  • Harmless electric currents can be seen rolling across the ground within 2 miles of Zal'fune's lair 

If the mask's curse is removed, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
10/29/2021 11:41:10 AM
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