Consume Soul. Zorazh can eat the soul of a humanoid it has killed within the last 10 minutes. The consuming requires Zorazh to be within 5 feet of the corpse for at least an hour, after which it gains a number of Hit Dice (d10s) equal to half the creature’s number of Hit Dice. Roll those dice, and increase Zorazh's hit points by the numbers rolled. Zorazh retains these extra hit points for 24 hours. A creature devoured by Zorazh can be restored to life only by a wish spell.
Devil's Sight. Magical darkness doesn't impede Zorazh's darkvision.
Incorporeal Movement. Zorazh can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Semi-Corporeal. Zorazh has advantage on saving throws against being grappled, incapacitated, petrified, knocked prone, and restrained.
Shadow Affinity. Zorazh is surrounded by a 10-foot radius of dim light that can't be illuminated by nonmagical light. While in dim light or darkness, Zorazh gains the following abilities:
- Zorazh has advantage on attack rolls.
- Zorazh has advantage on Dexterity (Stealth) checks.
- Zorazh's attacks count as magical for the purpose of overcoming resistances and immunities.
- Zorazh has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned or knocked unconscious.
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Zorazh has advantage on saving throws against spells and other magical effects.
Vulnerability to Light. While in bright light, Zorazh has disadvantage on attack rolls, ability checks, and saving throws. Additionally, it can't use its legendary actions and creatures have advantage on saving throws against spells cast by Zorazh.
Multiattack. Zorazh makes two Claw attacks and uses its Soul-Destroying Possession (if available).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 22 (4d10) necrotic damage and the target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to half of the necrotic damage taken, and Zorazh regains hit points equal to that amount. This reduction lasts until the target finishes a Short or Long Rest.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 14 (4d6) psychic damage if Zorazh had advantage on the attack.
Soul-Destroying Possession (Recharge 6). One humanoid that Zorazh can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Zorazh; Zorazh then disappears, and the target is incapacitated and loses control of its body. Zorazh now controls the body but doesn't deprive the target of awareness. Zorazh can't be targeted by any attack, spell, or other effects, except ones that turn fiends, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to exhaustion and being poisoned. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
Additionally, the target takes 13 (2d12) necrotic damage at the start of each of its turns and its point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a Long Rest. The target dies and rises as a shadow under Zorazh's control at the start of its next turn if this effect reduces its hit point maximum to 0.
The possession lasts until the body drops to 0 hit points, Zorazh ends it as a bonus action, or Zorazh is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Zorazh reappears in an unoccupied space within 5 feet of the body. The target is immune to Zorazh's Soul-Destroying Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Spellcasting. Zorazh casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
2/day each: darkness, detect thoughts, mirror image, shadow blade, silence
Summon Shadows (1/Day). Zorazh summons 2d4 shadows which appear in an unoccupied space within 60 feet of it and act as an ally of Zorazh. Each shadow remains until it or Zorazh dies, or until Zorazh dismisses it as a bonus action.
Shadow Manipulation. While in dim light or darkness, Zorazh can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.
Zorazh can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zorazh regains spent legendary actions at the start of its turn.
Bite. Zorazh makes one Bite attack.
Detect. Zorazh makes a Wisdom (Perception) check.
Disappear. While in dim light or darkness, Zorazh takes the Hide action.
Enwreathe (Costs 2 Actions). Zorazh targets one creature it can see within 60 feet of it. That creature must succeed on a DC 13 Dexterity saving throw or be blinded as it is enveloped in a cloud of magical darkness. until the end of Zorazh's next turn.
Persuade (Costs 3 Actions). Zorazh chooses a target within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be charmed by Zorazh until the end of Zorazh's next turn.
Cast a Spell (Costs 3 Actions). Zorazh uses its Spellcasting.
Previous Versions
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7/1/2023 5:16:53 PM
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