Small Humanoid (Goblinoid, Shapechanger), Neutral Evil
Armor Class 19 studded leather
Hit Points 115 (20d8 + 25)
Speed 30 ft., Fly 60 ft.
STR
10 (+0)
DEX
21 (+5)
CON
13 (+1)
INT
19 (+4)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +8, INT +7, WIS +5
Skills Acrobatics +9, Deception +7, Insight +10, Investigation +8, Medicine +6, Perception +6, Stealth +13
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 16
Languages Daelkyr, Draconic, Dwarvish, Elvish, Gnomish, Goblin, Orc, Primordial, Riedran, Riedran, Thieves' Cant, Thri-kreen, Worg, Yeti (can't speak in bat form)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Fury of the Small (1/Day). When Zeffo hits a creature with a weapon attack she can add 14 to the damage.

Evasion. If Zeffo is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Zeffo instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, Zeffo deals an extra 25 (7d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Zeffo that isn't incapacitated and Zeffo doesn't have disadvantage on the attack roll. It also activates if the target is not within 5 feet of one of the target's allies.

Reliable Talent. If Zeffo rolls a 9 or less on a check that she has proficiency in, it can be treated as a 10.

Fancy Footwork. If Zeffo makes a melee attack against a creature, that creature can’t make opportunity attacks against her for the rest of her turn.

Master Duelist (1/Short Rest). If Zeffo misses with an attack roll, she can roll it again with advantage.

Sea Legs. Zeffo has advantage on ability checks and saving throws to resist being knocked prone.

Shapechanger. Zeffo can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Keen Hearing. Zeffo has advantage on Wisdom (Perception) checks that rely on hearing.

Raukish Audacity. Zeffo has +13 to initiative rolls.

Actions

Multiattack (Hybrid Form Only). Zeffo makes one bite attack and one attack with either her light crossbow or rapier.

Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. 

Light Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +9 to hit, range 120 ft., one target. Hit: 9 (1d8+ 5) piercing damage. Zeffo can subtract 5 to the attack roll, and if it hits, it deals an additional 10 piercing damage. Zeffo does not have disadvantage when making attacks within 5 feet of a creature.

Bite (Bat or Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and Zeffo gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebat lycanthropy.

Iron Bands of Binding (1/Day). Ranged Weapon Attack: +9 to hit, range 60 ft., one target. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. 

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Bonus Actions

Cunning Action. Zeffo can take the Dash, Disengage, or Hide action as a bonus action on each of her turns.

Steady Aim. As a bonus action, Zeffo can give herself advantage on your next attack roll on the current turn. She can use this bonus action only if she hasn’t moved during this turn, and after she uses the bonus action, her speed is 0 until the end of the current turn.

Reactions

Uncanny Dodge. When an attacker that Zeffo can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

Description

A swashbuckling goblin from Darguun in Khovaire, Zeffo does what it takes to get a job done. Her mother passed on her lycanthropy to Zeffo, making her a werebat pirate.

Previous Versions

Name Date Modified Views Adds Version Actions
9/13/2023 5:56:18 PM
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1
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Coming Soon

Monster Tags: NPCShapechangerGoblinoid

TrillionPB

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