Medium Humanoid (Half-Dragon), Neutral Evil
Armor Class 17 (+1 studded leather)
Hit Points 145 (19d8 + 57)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
9 (-1)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws DEX +7, INT +2
Damage Resistances Poison
Senses Passive Perception 15
Languages Common, Draconic, Dwarvish, Elvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Special Equipment. Zorprax wears a Studded Leather, +1 and a Cloak of Elvenkind. He wields a Crossbow, Hand, +1 and a Horn of Silent Alarm.

Crossbow Expert. When Zorpax makes an attack action with a one-handed weapon, he can make a bonus action to attack with his crossbow. Being within 5 ft. of hostile creature does't impose disadvantage on Zorpaxes attack rolls, and he ignores the reloading property of crossbows.

Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Zorprax instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can’t use this trait if he’s incapacitated.

Fancy Footwork. If Zorprax makes a melee attack against a creature, that creature can't make opportunity attacks against him for the rest of his turn.

Rakish Audacity. Zorprax has +5 to initiative rolls. He doesn't need advantage on the attack roll to use his Sneak Attack against a creature if he is within 5 ft. of it, no other creatures is within 5 ft. of him, and he doesn't have disadvantage on the attack roll.

Cunning Action. Zorprax can take the Dash, Disengage, or Hide action as a bonus action.

Sneak Attack (1/Turn). Zorprax deals an extra 12 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Zorprax’s that isn’t incapacitated and Zorprax doesn’t have disadvantage on the attack roll.

 

Actions

Multiattack. Zorprax makes one attack with his raipier or two attacks with his Crossbow, Hand, +1

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d8+3) piercing damage plus 5 (2d6) poison damage.

+1 Hand Crossbow(20 bolts). Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6+4) piercing damage plus plus 5 (2d6) poison damage.

Unconscious Marygold (3/day). As a bonus action, Zorprax coats one of his weapons with Marygold. If a target is hit with a weapon attack that is coated with Marygold they must make a DC 14 Constitution Saving Throw or fall unconscious for one minute and take (1d6) cold damage on the start of each of their turns. The target can be awoken if they take 10 or more points of damage in a single turn. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Breath Weapon (1/Short Rest). Zorprax exhales a 15 ft. cone of poisonous gas. Each creature in the area must make a DC 14 Constitution saving throw or take 9 (3d6) poison damage, and half as much on a successful one.

Reactions

Uncanny Dodge. When an attacker that Zorprax can see hits him with an attack, Zorprax can use his reaction to halve the attack’s damage against him.

Description

Zorprax Malkinkos is a broody and greedy individual who enjoys the pleasures of the rich, but also enjoys taking from the rich. He is seen as a very quiet but a very cunning person. Known to swindle others to help in his dirty work, it makes him a very important member of the White Horizon. Zorprax's main job in the mercenary band is to scout out areas of interest while killing anyone that may interfere with the Captions plans. Although he may not be the wisest member of the group, he is possibly the deadliest as he is known to coat his weapons in a very toxic oil of his own design called Marygold. He also usually keeps most of the bands supply of poisons on his person because Zorprax enjoys testing new combinations on unlucky victims.

Monster Tags: humanoid

Habitat: Urban

ATomicFishCake

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