Innate Spellcasting. The zinogre's spellcasting ability is Intelligence (Spell save DC = 17, +7 to hit with spell attacks). The zinogre can innately cast the following spells, requiring no material components:
At will: Witch Bolt
3/day: Call Lightning
1/day: Chain Lightning
Siege Monster The zinogre does double damage to objects and structures.
Shocking Aura The zinogre naturally harnesses the magical energy in the air via the fur on it's back. If a creature starts or ends it's turn within 5ft of the zinogre, it must make a DC 14 Dexterity saving throw or takes 1d8 lightning damage.
Multi-attack The zinogre makes 3 attacks: one with its bite and two with its claws. It can replace the bite attack with a tail attack.
Bite Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 7) piercing damage.
Claw Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (1d12 + 7) slashing damage plus 10 (2d8) lightning damage.
Tail Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (1d12 + 7) bludgeoning damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The 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. The regains spent legendary actions at the start of its turn. The zinogre 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. The zinogre regains spent legendary actions at the start of its turn.
Tail attack The zinogre makes a tail attack.
Shocking blast The zinogre channels lightning energy present in the air. Each creature within 15 feet of the zinogre must succeed on a DC 15 Dexterity saving throw or take 14 (2d6 + 7) lightning damage.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.







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