Medium Elemental, Typically Neutral
Armor Class 25 Natural armor
Hit Points 125 (3d8 + 20)
Speed 50 ft.
STR
15 (+2)
DEX
15 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws STR +8, CON +11
Skills Intimidation +25, Nature +25
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Blinded, Deafened, Paralyzed, Prone, Stunned
Senses Passive Perception 18
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Electrolocation. Using electrolocation, the Zanathor can sense anything, living or non-living, in a 65 feet radius(e.g. invisibility, in darkness)

Lightning Armour. When the Zanathor is hit up to 3 times using a nonmagical attack, the attacker takes 1d6 damage

 

 

 

Actions

Thunder Spear. +2 to hit. The Zanathor forms a thunder spear in it's hands, which it then throws towards a target, dealing (1d12+2) piercing damage. 

Static Grab. +3 to hit. Zanathor dashes up to 15 feet. While dashing, if a character is in it's dash range, it grabs and lifts them up in the air and shocking them, dealing(1d10+3) lightning damage.

Voltage Overload. The Zanathor explodes itself in a 50 feet radius which deals(3d10) damage and paralyses anything hit by it for 4 minutes. If it explodes in Electric Domain, deal an extra 1d8 damage and paralyses anything in it's radius for 8 minutes instead, but kills itself.

Electro Beam. Zanathor puts it's two hands together and pushes pure lightning out of it's hands in front of it, dealing(2d10) lightning damage and damages anyone nearby in a 10 feet radius, dealing 1d8 damage.

 

 

 

 

 

 

 

Reactions

Electric Domain. When the Zanathor is at 50% HP, it casts a giant domain around it, that is 100 feet in length, width and height. It lasts for 15 turns or ends when the battle is over. The domain gives it advantage on every attack roll and saving throw and can be stacked on top of it's modifiers. It also paralyses everyone in the domain for 1 turn every 3 turns.

Thunderstorm Anger. If there is a thunderstorm, the Zanathor gains a +5 in it's AC, a +3 on all of it's score, a +20 on it's hitpoint modifier and has increased speed and flight but slowly loses it's health(2d8 damage)

 

 

Description

Zanathor's are typically neutral as they have no reason to fight. They are rarely seen but  those lucky enough to see one say that they usually roam around in forests riding on top of a miniature cloud. But it is said that when there is a thunderstorm, that is when you should be careful in a forest as Zanathor's start having a complete change in personality where it slowly becomes more ferocious and angry, the longer the thunderstorm goes on. Once a long time ago, a Zanathor caused so much destruction, it not only completely ruined it's entire habitat but also half of a village near the forest.

Habitat: Forest

ThatFreshie

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