Charge. If the Zealot moves at least 20ft straight towards a target and hits with a melee attack on the same turn the target takes an extra (3d6) [radiant] damage
Protoss Shields. The Zealot has a protective forcefield. It has 40 temporary hitpoints. If the forcefield drops (no more temp hp), the Zealots AC decreases by 3 to 13.
Multiattack. The Zealot makes two psi blade attacks.
Psi Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (2d8 + 2) [radiant] damage.
Enter the description for how bonus actions work for your monster here.
Opportunity Attack.
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
Skills: Athletics +6, Intimidation +5, Religion +4
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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