Huge Aberration, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft.
STR
12 (+1)
DEX
8 (-1)
CON
20 (+5)
INT
18 (+4)
WIS
11 (+0)
CHA
5 (-3)
Saving Throws CON +8, INT +7, WIS +3
Damage Vulnerabilities Cold, Force, Radiant, Thunder
Damage Resistances Acid, Fire, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Psychic
Condition Immunities Deafened, Restrained
Senses Darkvision 60 ft., Passive Perception 14
Languages Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Sense Magic. Zall senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Spellcasting. Zall is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Zall has following spells prepared:
Cantrips (at will): Lightning Lure, Infestation
1st level (4 slots): Charm Person, Bane, Sleep
2nd level (3 slots): Warding Wind, Jim's Glowing Coin
3rd level (2 slots): Melf's Minute Meteors, Fear

Habitat: HillUnderdarkUrban

Asterdel

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