Medium unknown, Unaligned
Armor Class 25 Natural
Hit Points 1 (1d4)
Speed 30 ft., can be changed via effect of creations.
STR
1 (-5)
DEX
30 (+10)
CON
1 (-5)
INT
30 (+10)
WIS
25 (+7)
CHA
25 (+7)
Saving Throws DEX +19, INT +19, WIS +16, CHA +16
Skills Arcana +10, History +10, Religion +10
Senses Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

God of Artifice. Zanith lack most limitations for his creations, which include: 

  • Creation of Harm: A creation that, once created, will deal 2d20 necrotic damage to all enemies within 30ft of it, until it is destroyed.
  • Creation of Defence: A creation that, once created, will prevent Zenith and other creations from being affected by any negative status nor take damage, until it is destroyed. Only 2 can exist at the same time.
  • Creation of Teleportation: A creation that, once created, will create a 300ft teleportation zone that allows Zenith to choose two targets to swap places as a bonus action or reaction.
  • Creation of Spell Storage: A creation that, once created, will store a spell of Zenith's choice that will be released when it is destroyed. 

Legendary Resistance. (15/Day). If Zanith fails a saving throw, it can choose to succeed instead. 

Near Godly Nature. Zanith doesn’t need air, food, drink, or sleep. He cannot be affected by diseases. 

Actions

Commander of Creation. As an action, Zanith can activate up to 15 creation's effects, teleport them 60 ft, or self-destruct (5d20 force). (Each creation can only do 1).

Mass Production. Zanith creates up to 2d20+5 creations of his choice within 100ft of him.

Bonus Actions

Master of Creations (10 Creations), Zanith can choose 1 non-attuned item he sees within range, take possession of it, the wearer or an ally within 20ft can attempt to interrupt it as a reaction, making a spell attack roll or counterspell (if they cannot cast spells, they cannot interrupt it) of dc 20. 

Master of Creations (20 Creations), Zanith can choose 1 attuned item or 3 non-attuned item he sees within range, take possession of it, the wearer, or allies within 20ft, can attempt to interrupt it as a reaction, making a spell attack roll or counterspell (if they cannot cast spells, they cannot interrupt it) of dc 20. For an attuned item, if it is not interrupted, the wearer needs to make a constitution save (dc 25) or take (10d20) force damage. 

Commander of Creations. Zanith can activate up to 5 creation's effects, teleport them 60 ft, or self-destruct (5d20 force). (Each creation can only do 1.).

Reactions

Commander of Creation. As a reaction, Zanith can activate up to 1d4 creation's effects, teleport them 60 ft, or self-destruct (5d20 force). (Each creation can only do 1.)

Legendary Actions

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

 

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: Urban

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