Medium Humanoid (Human), Chaotic Evil
Armor Class 14 unarmored defence
Hit Points 60 (10d8 + 20)
Speed 40 ft., climb 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws STR +3, DEX +5
Skills Acrobatics +5
Damage Resistances Fire
Condition Immunities Restrained
Senses Passive Perception 11
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Unarmored Defence. While Zacktor is not wearing armour or shields his AC includes his Wisdom modifier.

Black Flames. Any fire produced by Zacktor is as black as coal and remains that colour until extinguished.

Spellcasting. Zacktor is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The [monster name] has following Monk spells prepared:

Cantrips (at will): Produce Flame, light

1st level (4 slots): Absorb Elements, Burning Hands

2rd level (2 slots): Flame Blade, Flaming Sphere

Actions

Multiattack. Zacktor can attack twice with his unarmed strikes or once with an unarmed strike and flaming fist or twice with flaming fists.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 

Flaming Fist Ranged Attack. Flaming fist Weapon Attack: +3 to hit, range 15/30 ft., one target. Hit: 4 (1d6 + 1) Fire damage.

Bonus Actions

Do a little combo with a bonus unarmed strike or move with a dash/disengage 3 times per short rest.

Reactions

Block. adds 2 AC to ranged attacks. Can only be used twice per long rest.

Description

Zacktor is a martial artist that thrives in martial combat with both physical and fire based attacks. Zacktor believes in violence and torture to dominate his enemies with as much collateral damage as possible. He wears a yellow and black sashey with a yellow and black shorts.

Monster Tags: Human

Habitat: DesertUrban

jjwarrior

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