Medium Construct, Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 50 (6d8 + 24)
Speed 30 ft., Walk 40 ft. in quadruped state
STR
13 (+1)
DEX
16 (+3)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
8 (-1)
Skills Athletics +4, Perception +4
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands the languages you speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Selective Enforcement. The Vahki Zadakh has a preference for combating creatures that offer a significant challenge, often ignoring lesser violations to focus on more threatening disturbances.

 

Actions

Multi-Attack. The Vahki makes two attacks: two with its slam, or one with its slam and one with its Staff of Suggestion, or one with its Binding Shot.

Staff of Suggestion. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage and the target must succeed on a DC 14 Wisdom saving throw or be charmed and obeying a single-word command until the end of its next turn (Wisdom save DC 15 ends).

Silencing Shot (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw or be silenced until the end of its next turn. 

Bonus Actions

Biped-Quadruped Transformation. As a bonus action, the Vahki can switch between its biped and quadruped forms. In quadruped form, it gains a +10 ft. speed bonus but has disadvantage on Dexterity saving throws.

Reactions

Enforce Law. When a creature within 30 feet of the Vahki Zadakh breaks a law that the Vahki is programmed to enforce, it can move up to its speed toward that creature without provoking opportunity attacks.

Description

Across the sprawling expanses of Po-Metru, the Vahki Zadakh roam, their formidability evident in every step they take. Unlike other Vahki models, the Zadakh relish the act of battle. Built to be both swift and powerful, these constructs are the first to charge into combat and the last to leave the field. Their predilections make them natural hunters of the dangerous Rahi that stalk the desert wastes. Armed with Staffs of Suggestion, they can bend the will of their quarry, ensuring compliance or at least hesitation—a moment's pause that often decides the outcome of the skirmi

mmasklink

Comments

Posts Quoted:
Reply
Clear All Quotes