Magic Resistance. The zythar has advantage on saving throws against spells and other magical effects.
Abyssal Fire. When the zythar deals fire damage to a creature, it ignores its fire resistance and treats fire immunity as if it were resistance.
Flameburst. When the zythar dies it, along with any equipment it's carrying or wearing, bursts into flame and leaves nothing behind.
Multiattack. The zythar makes two Flame Bolt attacks and uses Teleport (in any order) up to one time or uses Pillar of Flame.
Flame Bolt.Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 21 (3d10 + 5) fire damage.
Pillar of Flame.The zythar targets a zone in a 10-foot radius sphere no farther than 120 feet from his current location. Any creature in that zone must succeed on a DC 18 Dexterity saving throw or take 10d6 fire damage, or half as much on a succesful save. Any creature that fails the saving throw gets knocked prone and pushed up to 10 feet away from the center of the pillar.
Teleport. The zythar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Resurrection. The zythar targets the dead remains of a demon within 10 feet of its position. If the demon is able and willing, has a Challenge Rating of 5 or lower and has died no longer than an hour ago, it comes back to life with all of its Hit Points.
Description
The zythars were created long ago by balors as their soldiers, but now their numbers waver. The few that remain seek to reinstate their once lost presence, using lesser demons as pawns, to be slain and to be raised again, over and over. Their mastery over the abyssal flames make them a fierce and furious opponent, especially as they'll stop at nothing to see their enemies burn.
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