Medium Aberration, Unaligned
Armor Class 15 Natural
Hit Points 67 (7d12 + 15)
Speed 70 ft., climb 70 ft.
STR
17 (+3)
DEX
27 (+8)
CON
20 (+5)
INT
6 (-2)
WIS
24 (+7)
CHA
4 (-3)
Saving Throws DEX +11, WIS +10
Skills Stealth +16
Damage Vulnerabilities Bludgeoning, Thunder
Damage Resistances Cold
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Deafened, Poisoned
Senses Blindsight, Tremorsense, Passive Perception 24
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Advanced Pack Tactics.The Zactolyte has advantage on an attack roll against a creature if at least one of the Zactolyte's allies is within 5 feet of the creature and the ally isn’t incapacitatedFor every one extra zactolyte, they get a +3 to hit and damage.

Blindsight. 100ft

Tremor sense. 20ft

Actions

Multiattack. The Zactolyte makes two claw attacks and one bite attack in any order.

Claw. melee weapon. +5 to hit 5ft range. 3d8

Bite. Melee weapon. +5 to hit 5ft range. 3d8

Pounce. If the Zactolyte makes a successful claw attack after moving 10 feet the the target must make a strength saving throw (dc17) on a failed save the target is knocked prone.

Previous Versions

Name Date Modified Views Adds Version Actions
5/20/2023 3:15:57 AM
22
0
2B
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