Medium Or Small Beast, Unaligned
Armor Class 6 Natural armour
Hit Points 10 (6d4)
Speed 20 ft., burrow 20 ft.
STR
18 (+4)
DEX
14 (+2)
CON
4 (-3)
INT
15 (+2)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws DEX +4, INT +4
Skills Arcana +9, Nature +5, Survival +8
Damage Vulnerabilities Psychic
Damage Resistances Slashing
Damage Immunities Thunder
Condition Immunities Blinded, Paralyzed, Stunned
Senses Blindsight, Passive Perception 12
Languages Celestial, Draconic, Elvish, Undercommon This being speaks: Draconic, Celestial, Undercommon & Elvish
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

The King's Shield. any physical attack on creature has a 1d4 lightning backlash that damages whatever is attacking the creature.

Spellcasting. The zymmyl is a 3rd-level spellcaster. Its spellcasting ability is 15 (spell save DC #, +# to hit with spell attacks). The Zymmyl has following sorcerer spells prepared:
Cantrips (at will): Thunderclap, Shocking Grasp
1st level (2 slots): Thunderwave, Sheild 

Actions

Godspeed Death. Melee Weapon Attack: +3 to hit, reach self + 1ft., 3 target. Hit: 28 (3d8 +4) Lightning damage.

Scratch. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 2) slashing damage. 

Crackling Roar. RangedWeapon Attack: +4 to hit, range 2/200 ft., 5 target. Hit: 22 (1d20 + 2) Lightning damage. Status effects of 1/3 chance of shock + 1/4 chance of blindness + 1/4 chance of deafening & 1/10 chance of stun.

Bonus Actions

The zymmyl cracks lightning from its jaw and covers itself in lightning it then charges around trying to ram into anyone it can to deal 1d4 lightning damage.

Reactions

Zip. If attacked by an electrical based spell the creature will absorb it taking no damage and will use it as energy in its attacks buffing by +3 but also buffing health points +5 and run speed +10ft for one turn.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

it looks like a blue dragon with no wings that doesn't grow larger than 10ft, average size being 6-8ft.

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.

Monster Tags: DinosaurElementalpet

Habitat: HillMountain

RubyRiotReaper

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