Brute Force. The Zeffo Champion's attacks deal an additional 2d6 damage when the Zeffo Champion has advantage on the attack roll.
Natural Athletics. The Zeffo Champion has advantage on Strength (Athletics) checks made to climb, jump, or swim
Powerful Build. The Zeffo Champion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Multiattack. The Zeffo Champion makes three melee attacks
Lightning Bolt (Recharge 5-6). The Zeffo Champion unleashes a bolt of lightning in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 12d10 lightning damage on a failed save, or half as much damage on a successful one.
Lightning Strike (linked to lightning blot) . The Zeffo Champion uses an action to channel the power of lightning into its staff and make a single melee attack with it. If the attack hits, it deals an additional 2d6 lightning damage.
Thunderclap. The Zeffo Champion uses an action to stomp the ground, creating a shockwave that emanates from it in a 20-foot radius. Each creature in the area must make a DC 16 Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.
Whirlwind Attack. The Zeffo Champion uses an action to make a melee attack against each creature within 5 feet of it, up to a maximum of four attacks.
Force Push. The Zeffo Champion uses an action to unleash a blast of Force energy from its hand, targeting a creature within 30 feet of it. The creature must make a DC 16 Strength saving throw or be pushed back 15 feet and knocked prone. If the creature strikes a solid object or another creature as a result of the push, it takes 2d6 bludgeoning damage.
Quick Strike. The Zeffo Champion uses a bonus action to make a single melee attack with its lightning staff or an unarmed strike.
Defensive Strike. The Zeffo Champion uses a bonus action to make a single melee attack with its lightning staff against a creature that has attacked it since the end of its last turn.
Force Barrier. The Zeffo Champion uses a bonus action to create a barrier of Force energy around itself. Until the start of its next turn, the Zeffo Champion gains a +2 bonus to its AC against ranged attacks.
Counter-Strike. When a creature within 10 feet of the Zeffo Champion makes a melee attack against the Zeffo Champion and misses, the Zeffo Champion can use its reaction to make a melee attack against that creature.
Lightning Deflection. When the Zeffo Champion takes lightning damage, it can use its reaction to reduce the damage by half. Additionally, it can redirect the lightning to a target within 60 feet of it. The target must make a DC 18 Dexterity saving throw, taking the same amount of lightning damage on a failed save or half as much on a successful one. The Zeffo Champion can use this ability once per round.
Sure, here are some possible reactions that the Zeffo Champion could use in combat:
Deflect Missile. The Zeffo Champion uses its reaction to deflect a missile or ranged weapon attack that would hit it. The Zeffo Champion must be wielding a melee weapon to use this ability. The attack is redirected and misses the Zeffo Champion.
Parry. The Zeffo Champion uses its reaction to add 5 to its AC against one melee attack that would hit it. To use this ability, the Zeffo Champion must be wielding a melee weapon.
Counterattack. The Zeffo Champion uses its reaction when an enemy within 5 feet of it makes a melee attack. The Zeffo Champion makes a melee attack against the triggering creature. If the attack hits, it deals an additional 2d6 damage.
Legendary Resistance (3/day). If the Zeffo Champion fails a saving throw, it can choose to succeed instead.
Lightning Sweep. The Zeffo Champion uses one legendary action to make a melee attack with its lightning staff against each creature within 5 feet of it.
Force Leap. The Zeffo Champion uses one legendary action to leap up to 30 feet in any direction, without provoking opportunity attacks.
Force Pull. The Zeffo Champion uses one legendary action to pull a creature within 30 feet of it up to 15 feet closer, without provoking opportunity attacks.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Zeffo are a humanoid species native to the planet of the same name. They are tall and muscular, with gray-blue skin and distinctive facial markings that are unique to each individual. Zeffo are known for their physical strength and agility, as well as their ability to control the power of lightning.
Zeffo culture is centered around meditation and the pursuit of knowledge. They are deeply spiritual and believe in the power of the Force, which they refer to as the "life current". Many Zeffo are Force-sensitive, and those who show particular promise are trained as Jedi or Sith.
Zeffo society is organized around temples, which serve as centers of learning and worship. Each temple is led by a group of elders who are respected for their wisdom and knowledge of the Force. Zeffo are deeply committed to preserving their culture and traditions, and many of their ancient artifacts and teachings are closely guarded secrets.
In combat, Zeffo are fierce opponents, using their physical strength and agility to overwhelm their enemies. They are also able to control the power of lightning, which they can use to devastating effect in battle. Some Zeffo are trained in the use of lightsabers, making them even more dangerous opponents.
Zeffo are a proud and honorable people, and they value loyalty, courage, and wisdom above all else. They are also deeply committed to the pursuit of knowledge and the exploration of the mysteries of the Force, which drives many of their actions and decisions.
Lair and Lair Actions
The Zeffo Champion makes its lair in a dark, cavernous chamber deep beneath the surface of a remote planet. The chamber is dominated by a large, circular platform made of smooth, black stone. The platform is surrounded by a moat of bubbling, purple liquid that emits a faint, eerie glow.
The walls of the chamber are lined with intricate carvings and glyphs that depict ancient Zeffo history and lore. In the center of the chamber, a large crystal pillar rises up from the platform, casting a dim, blue light across the room.
The Zeffo Champion has constructed a crude throne of bones and debris near the crystal pillar, from which it oversees its domain. The air in the chamber crackles with a powerful energy, as if the very fabric of reality is distorted by the Champion's presence.
Beneath the platform, a network of tunnels and chambers leads deeper into the planet's crust. These tunnels are filled with traps, puzzles, and other obstacles that the Zeffo Champion has used to test the worthiness of would-be challengers. Only those who prove themselves strong enough to face the Champion in combat are permitted to approach its throne.
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Lair Actions
On initiative count (losing initiative ties), the Zeffo champion takes a lair action to cause one of the following effects; the Zeffo can’t use the same effect two rounds in a row:
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Distorted Reality. The air in the lair warps and distorts, causing all creatures within 60 feet to make a Wisdom saving throw (DC 18) or become disoriented. Disoriented creatures have disadvantage on attack rolls, ability checks, and saving throws until the end of their next turn.
Force Field. The Zeffo Champion creates a barrier of Force energy around itself and its allies, granting them temporary hit points equal to the Champion's Challenge Rating (9).
Sith Tomb. The ground beneath the platform cracks open, revealing a pit filled with writhing tendrils of dark energy. Each creature within 30 feet of the pit must make a Dexterity saving throw (DC 18) or be pulled towards it, taking 3d6 necrotic damage and becoming restrained until the end of their next turn.
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:
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1. Distorted Energy. The energy fields within a 1-mile radius of the Zeffo Champion's lair are distorted, causing technology to malfunction and magical energies to fluctuate unpredictably. Any technological or magical items within this radius have a 50% chance to malfunction, resulting in unpredictable effects or outright failure.
2. Force Nexus. The Zeffo Champion's lair is situated on a powerful Force nexus, granting it greater control over the Force within a 1-mile radius. Any Force users within this radius have their powers amplified, gaining advantage on attack rolls, ability checks, and saving throws related to the Force. However, the increased intensity of the Force also makes it more dangerous and unpredictable, causing any Force-based abilities used within this radius to have a 10% chance of malfunctioning or causing unintended consequences.
3. Zeffo Spirits. The restless spirits of the ancient Zeffo people haunt the area surrounding the Champion's lair, causing strange phenomena to occur. At night, ghostly apparitions appear, whispering in ancient Zeffo dialects and causing fear in those who fail a Wisdom saving throw (DC 18). Additionally, the spirits can sometimes possess objects or creatures within the radius, causing them to move or act on their own.
If the Zeffo Champion dies, these effects fade over the course of 4 days.







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