Large Monstrosity, Lawful Evil
Armor Class 15 natural
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Skills Perception +6, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 16
Languages Telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Avoidance. If the Z beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The Z  beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Z beast is incapacitated or has a speed of 0.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 +4) piercing damage.

Eye Rays. The Z Beast shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft. of it. It can use each ray only once on a turn.

  1. Confusion Ray. The target must succeed on a DC 15 Intelligence saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
  2. Paralyzing Ray. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
  4. Wounding Ray. The target must make a DC 15 Constitution saving throw, taking 24 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

 

Create Food and Water. The Z Beast magically creates enough food and water to sustain itself for 24 hours.

Reactions

Spell Reflection. If the Z Beast makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the Z Beast. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Description

A Z Beast started as a dispalacer beast molded and modified by jZaburai to also have the eye stalks of a Spectator. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/18/2019 5:25:50 PM
1
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Coming Soon

Habitat: Underdark

Electro35gsn

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