Gargantuan Dragon, Lawful Neutral
Armor Class 20 Deity Body; Scales
Hit Points 700 (70d10 + 100)
Speed 70 ft., Actually more like slithering than walking, since Zygarde typically has a snake-like shape. , burrow 200 ft.
STR
23 (+6)
DEX
25 (+7)
CON
25 (+7)
INT
30 (+10)
WIS
30 (+10)
CHA
5 (-3)
Saving Throws DEX +14, CON +14, INT +17, WIS +17
Skills History +20, Nature +25, Religion +25
Damage Vulnerabilities Cold
Damage Resistances Slashing, Ranged Attacks, Damage Dealt By Traps, Damage from Spells
Damage Immunities Acid, Lightning, Poison
Senses Truesight 300 ft, Unknown All over the world via Cells and Cores; anytime, anywhere, Passive Perception 300
Languages Telepathy 200 ft
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Special Trait God of Order, Balance, and the Ecosystem. Zygarde is the Arcean god of order and balance and the ecosystem, rendering him as one of the most powerful Arcean beings. Because of his domain, all necrotic damage is halved (after any other effects on the damage) when dealt him or his allies. All extra damage dealt because of things like critical hits are nullified.

Special Trait Reign of Order. While in battle, if Zygarde reaches half of his total hit points, he is able to transform into his Complete Form when he uses Power Construct.

Special Trait Prevailing Balance. While in battle, if at least half of Zygarde's allies are unconscious or dead, Zygarde can use his powers over balance to revive them and get them back in the action, completely fine and at full hit points. He then gets 1 bonus action. 

 

 

Spellcasting. Zygarde cannot cast spells.

Actions

Action Call Cells/Cores. Zygarde calls all of the Cells and Cores within a 200 ft radius to him. Roll 5d10 for the number of Cells. Every 5 cells heals Zygarde by 1 hit point (rounded up). Roll 1d4 for the number of Cores. Every 2 Cores increase Zygarde's AC by 1 (rounded up). Zygarde then gets 2 bonus actions for the current turn. Zygarde cannot use this more than once per turn.

Action Aura Break. Zygarde breaks all aura-related effects from up until now in the current battle via a powerful aura of his own. He can choose to keep specific aura-related effects in play if he chooses to.

Action Melee Attack. Melee Weapon Attack: +6 to hit, reach 10 ft., 2 target. Hit: 1 (1d10 + 4) force damage. 

Action Ranged Attack. Ranged Weapon Attack: +3 to hit, range 60/60 ft., 10 target. Hit: 3 (1d4 + 1) piercing damage.

Bonus Actions

Zygarde gets bonus actions for the current turn after the effects of Prevailing Balance or after using Call Cells/Cores.

Reactions

Reaction Power Construct. If Zygarde reaches half his total hit points, he can use this reaction to change into his Complete Form. In his Complete Form, his movement speed will decrease by 10; but his AC, total hit points, and all force and/or piercing damage dealt by him increase by 5. He also heals by 30d10 + 100. After changing into his Complete Form, he cannot change back until the battle ends.

Legendary Actions

Zygarde can use his Legendary Actions any time during his turn. 

Legendary Action Land's Wrath (Ranged Attack) (Costs 1 Actions). Zygarde summons the power of the ecosystem to rise up from the ground and hit all of his opponents. This attack goes through AC. +2 to hit, range 50/50 ft., X target. Hit: 2 (2d4 + 2) force damage.

Legendary Action Thousand Arrows (Ranged Attack) (Costs 1 Actions). Zygarde fires hundreds of Cells into the air. The Cells then shoot downwards at all of his opponents (the Cells then return to Zygarde immediately). Any hit targets that were flying or levitating are struck down to the ground and are prone. This attack goes through AC and always hits unless a target is underground. +2 to hit, range 60/60 ft., X target. Hit: 5 (1d4 + 2) piercing damage.

Legendary Action Thousand Waves (Ranged Attack) (Costs 1 Actions). Zygarde fires hundreds of Cells around him, as if they were a giant wave going in all directions. The Cells move around to end up in a chain-like formation. They then suddenly tighten and deal damage before returning to Zygarde. Any hit targets are restrained and cannot escape. This attack goes through AC and always hits unless a target is in the air. +2 to hit, range 50/50 ft., X target. Hit: 1 (2d4 + 2) force damage.

Legendary Action Core Enforcer (Ranged Attack) (Costs 1 Actions). Zygarde gathers his power and charges a huge beam of energy. He then fires the beam at a target, inflicting enormous amounts of damage. +2 to hit, range 70/70 ft., 1* target. Hit: 1 (3d10 + 10) force damage. *4 targets if Balance Area was used.

Legendary Action Balance Area (Costs 1 Actions). Zygarde fires thousands of cells to cover an area with a 250 ft radius from himself. The cells are sent to strategic positions instantly so Zygarde has legitimately no blind spots and can see everything in the area. Zygarde can then roll a 1d20 to dodge any attack, and does so successfully (no damage taken) if he rolls at least a 5. However, Zygarde cannot dodge attacks that never miss. Core Enforcer also can hit a total of 4 targets after using Balance Area.

Mythic Actions

Zygarde is not mythical, as he is more than simply confirmed to exist.

 

Description

Zygarde is among the most powerful members of the Arcean Pantheon. He normally looks like a massive snake, with green and black all over his body. A few lines indicating the presence of hexagonal scales are visible, but all of the gaps between his scales glow when he uses his powers. Some of his scales glow at intervals, such as the 10 scales on the crest right behind his head. On his face, the only thing that suggests an eye is the hexagon on the left, on the top right. He also has 2 sets of 3 fin-like structures on either side of his body, just under his crest. Despite this being how he normally looks, there are trillions upon trillions of Zygarde Cells all over the world, which look like translucent (and severely oversimplified) versions of Zygarde the size of one of those saucers used for teacups. These Cells are flat, somewhat plant-like, very well camouflaged, and used by the original Zygarde as surveillance cameras. Cores, on the other hand, are much more opaque and 3D, and are kind of like managers of a certain region's Cells. Cores also have the ability to call Cells in the area to them to become a slightly smaller version of the original Zygarde. Zygarde can do this as well, but can call Cores to him as well as Cells. Cores are also able to have actual conversations with Zygarde remotely, unlike Cells.

His younger siblings, Xerneas and Yveltal, look nothing like each other, except for the shape of their eyes; they also look nothing like Zygarde. The only way to really tell that they're closely related is how closely linked their domains are.

 

 

Note: Zygarde is a dragon, but also classifies as a fey.

Note: Following skills only apply to info regarding and/or relating to the Arcean Pantheon:

  • Religion
  • History

Lair and Lair Actions

No defined lair.

Previous Versions

Name Date Modified Views Adds Version Actions
5/7/2022 7:15:25 PM
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Coming Soon

Monster Tags: fey

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwamp

P4R4D153_39989

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