Special Equipment. Zarak carries a potion of invisibility.
Multiattack. Zarak makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) [piercing] damage, plus an extra 5 (2d4) [piercing] damage if the target is a creature and Zarak has at least 18 hit points.
Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) [slashing] damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 8 (2d4 + 3) [slashing] damage at the start of each of its turns, and Zarak can't grapple another creature or use Assassin's Whim.
Assassin's Whim. Zarak takes the Dash, Disengage, or Hide action.
Uncanny Dodge. Zarak halves the damage he takes from an attack made against him, provided he can see the attacker.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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