Armor Class
19
Hit Points
85
(10d10 + 30)
Speed
40 ft.
STR
21
(+5)
DEX
10
(+0)
CON
24
(+7)
INT
6
(-2)
WIS
22
(+6)
CHA
10
(+0)
Saving Throws
WIS +11
Skills
Insight +12
Damage Resistances
Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Darkvision 60 ft., Passive Perception 14
Languages
Telepathy Only languages it knew in life
Challenge
16 (15,000 XP)
Proficiency Bonus
+5
Traits
Three Heads. The zaru has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Necrotic Absorption. Whenever the zaru is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.
Actions
Multiattack. The zaru makes two fist attacks or one spell attack.
Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Description
It is said that the souls of those who do nothing in the face of evil are doomed to wander aimlessly in the nether realm as zaru.
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