Medium Or Small Humanoid, Neutral Evil
Armor Class 30 Natural Armour
Hit Points 980 (50d20 + 20)
Speed 40 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, WIS +16, CHA +19
Skills Acrobatics +19, Athletics +19, Insight +19, Intimidation +19, Investigation +19, Perception +19, Sleight of Hand +19, Stealth +19, Survival +19
Damage Resistances Cold, Fire
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Senses Blindsight 60ft, Darkvision 60ft, Truesight 60ft, Passive Perception 30
Languages Celestial, Common, Dwarvish, Elvish
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

-Second Wind

(Heal 1d10+30)

-Action Surge

(Have a Second Turn)

-Superior Critical 

(Crit at 18-20)

-Extra Attack

(7 extra attacks)

-Indomitable 

(you can reroll a failed saving throw, up to three times a long rest)

-Survivor

(Heal 15 at the start of every turn while under half health)

-Assassinate 

 (advantage against any creature that hasn’t taken a turn yet. Any hit scored against a  surprised creature is a crit)

-Cunning Action 

(Gain an extra bonus action to dash, hide, or disengage)

-Uncanny Dodge 

(halve any damage you can see)

-Evasion

(When making a Dexterity saving throw to take only half damage, take no damage if you succeed, and only half damage if  fail.)

 

 
-Blindsense 
(aware of any hidden or invisible creature within 10 feet of you)
-Death Strike
(A creature that is surprised  must make a Constitution saving throw (DC 27). On a failed save, double the damage of your attack)
-Elusive 
(No attack roll has advantage against you while you aren’t incapacitated.)
-Rage
-Favoured Enemy
(Human, Elf, Celestial)
-Natural Explorer
(Grasslands, Mountain)
-Primeval Awareness 
(detect creatures 1 (6 if in favoured terrain) mile away from you)
-Horde Breaker 
(after attacking one creature attack a second creature with the same weapon if they are within 5 feet of the first enemy)
 
 
Actions

Flame Tongue Longsword: +20 to hit, reach 5 ft.  (3d8 + 15) Slashing damage. 

Frostbrand Longsword: +20 to hit, reach 5 ft.  (3d8 + 15) Slashing damage. 

Dagger of Venom on Rope: +18 to hit, reach 5(60)ft. (6d4+15) Piercing damage.

 

Legendary Actions

Intimidate (Costs 1 Action). Upon activating this ability all creatures within 300 feet of Zana must make a DC20 Wisdom saving throw upon succeeding the creature only takes 3d6 psychic damage, upon failing the creature becomes frightened until Zana's next turn and also take 6d6 psychic damage.

Mythic Actions

When brought to 25% or less health Zana enters her mythic phase. Her red eye begins to glow,  their speed increases to 60ft, +4 to all to hit and damage rolls, and. 

Champion's Maelstrom (Costs 3 Actions).  Zana pulls out both of her longswords and uses a sword spin, a Fire tornado, and Blizzard 60ft in circumference decimates anything near it. All creatures within 60ft of Zana must make a DC25 Dexterity saving throw when failed creatures must take 7d6 fire damage and 7d6 cold damage. If the creature succeeds in the saving throw they must only take half.

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.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

UgmenksLovingFather

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