Medium Humanoid (Simic Hybrid), Chaotic Good
Armor Class 16 Natural armour
Hit Points 84 (8d8 + 48)
Speed 30 ft., fly 30 ft.
STR
9 (-1)
DEX
18 (+4)
CON
22 (+6)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +6, CON +8
Skills Acrobatics +6, Sleight of Hand +0, Stealth +6
Damage Resistances Acid, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 12
Languages Common, Undercommon
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Hybrid. Zovakri is a second generation Hybrid who has a mix of DNA from a praying mantis, butterfly, and a bombardier beetle.

Regeneration. During a short or long rest, Zovakri can expend half her hit dice to regrow a severed limb.

Strong Carapace. Zovakri is resistant to bludgeoning damage from structures. 

 Alerted Eyes. Zovakri cannot be surprised and has advantage on Dexterity saving throws while she is not incapacitated

Actions

Multiattack. Zovakri makes two attacks.

Mantis Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. As a bonus action, Zovakri can attempt to grapple the target when she hits with this attack. Grappled creatures take 3 (1d6) acid damage while grappled. Zovakri can not make Mantis Claw attacks while she has a creature grappled. 

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Reactions

Desperate Escape. If a creature successfully grapples or restrains Zovrakri, she can use a reaction to detach a limb from her body, allowing her to escape the effect She can no longer use that limb until she regrows it. Zovakri must have at least two limbs at one time.

Description

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GDmH

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