Large Monstrosity (Demon, Half-Dragon), Any Chaotic Alignment
Armor Class 22 Natural Armor
Hit Points 480 (28d20 + 185)
Speed 45 ft., walk 45 ft.
STR
27 (+8)
DEX
16 (+3)
CON
26 (+8)
INT
20 (+5)
WIS
28 (+9)
CHA
15 (+2)
Saving Throws STR +16, CON +16, WIS +17
Damage Resistances Acid, Poison
Damage Immunities Fire, Necrotic, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Stunned
Senses Truesight, Passive Perception 19
Languages Common, Draconic, Infernal
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Can't EscapeZakaathim the Broken knows the location of all bleeding targets within a 120 meter radius. 

Stealth HunterZakaathim the Broken gains advantages on attacks and ability checks on enemies that cannot see him. He also deals an extra 10 damage for attacking while hidden. 

Freedom of Movement. Zakaathim ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Zakaathim can also walk on walls and ceilings as though it were regular ground. 

Magic Resistance. Zakaathim has advantage on saving throws against spells and other magical effects.

Extra Attack. Zakaathim's time as a fighter allows him to make two attacks per attack action. Due to its time as a sorcerer, it can use cantrips as one of the attacks. Cannot use Constrict or Life Drain with this second attack.

Action Surge. Zakaathim's time as a fighter allows him to make one action surge per short or long rest. 

Elemental Affinity. Zakaathim was a draconic sorcerer. When he casts a spell that deals damage of the type associated with his draconic ancestry, add his Wisdom modifier to one damage roll of that spell. (Red Dragon - Fire)

Spellcasting. Zaakathim the Broken is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 22, +13 to hit with spell attacks). Zakaathim the Broken has following Sorcerer spells prepared:
Cantrips (at will): Chill Touch, Fire Bolt
1st level (4 slots): Ray of Sickness, Expeditious Retreat, Shield

2nd level (4 slots): See Invisibility, Scorching Ray, Hold Person

3rd level (3 slots): Fireball, Counterspell

4th level (3 slots): Polymorph, Greater Invisibility, Wall of Fire

5th level (2 slots): Immolation, Cloudkill

6th level (1 slots): Chain Lightning, Disintegrate 

Actions

Multiattack. Zakaathim can attack any bleeding creature with both sets of claws for one free attack, provided they are within range.  

Tentacle Lash. Ranged Weapon Attack: +13 to hit, range 5/30 ft., 3 targets. Hit: 15 (2d8 + 6) Piercing damage. Causes all targets to bleed for 1d6 damage for five turns. All enemies must do a DC19 strength save. On a success, the tentacle leaves the body. On a failed save, the target is pulled to within 5 feet of Zakaathim the Broken. 

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 5) Piercing damage. 

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 21 (3d8 + 8) Piercing damage. Causes the target to bleed for 1d6 damage for five turns. Half the targets movement speed for three turns.

Constrict. Melee Weapon Attack: +13 to hit, reach 20 ft., 1 target. Deals no damage. Wrap your three tentacles around a nearby creature and attempt to constrict them. They must pass a DC 23 Strength or Dexterity check. On a successful save, they do not become constricted. On a failed save;

- They cannot move, and are stunned on their next turn. Each subsequent turn after their first stunned turn they can attempt to escape by performing another DC23 Strength or Dexterity check. 

- All other creatures within 30 feet must make a DC17 Wisdom saving throw, or else become frightened for two turns or until they are at least 60 feet away from Zakaathim.  

Life Drain. Targets only a constricted creature. The creature must make a DC (26 - 1 Per 10 HP the target has left) Strength or Dexterity check. On a successful save, the creature breaks free from the constriction. On a failed save, the creatures life force is sucked from their body, immediately killing them and healing Zakaathim the Broken for the full amount of HP the target had left. *If the target was bleeding, heal for and additional 2d6 time the number of turns worth of bleeding they had left. This can convert into temporary HP, up to 20 temporary HP. 

Bonus Actions

Pounce Slam - Zakaathim pounces in a target area within 18 Meters. If this pounce connects with a creature, all creatures within a 10 meter radius must make a DC18 Strength check or be knocked prone. The hit target takes 1d6 + 1d6 per 5 meters. Zakaathim is immune to fall damage for this effect.

Hide - Zakaathim attempts to hide amongst the shadows. Zakaathim gets +10 to his D20 roll for this effect (against the creature's perception).  

 

Reactions

Claw Attack. You may use your reaction to make a claw attack against a creature exiting your claw range. 

Retribution. When you are attacked by a creature outside of your claw range but within your tentacle range, you may use your reaction to attack that creature with a tentacle or with a spell that is up to level three. May not use AoE or Multi-target spells during retribution. If the tentacle is used, the creature must perform the DC19 Strength check to not be dragged to Zakaathim. 

 

Legendary Actions

Zakaathim 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 dragon regains spent legendary actions at the start of its turn.

Attack (Costs 1 Actions). Attack an enemy with a tentacle lash or a claw (not both claws).  

Pounce Slam (Costs 1 Actions). Make a Pounce Slam attack. Does not provoke opportunity attacks if moving away from an enemy. 

Disappear (Costs 2 Actions). Zakaathim magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see or to it's lair. It immediately attempts to hide. (+10) 

Description

Zakaathim used to be a half dragon, but an encounter with an infernal king caused him to become corrupted after being promised the infernal king could transform him into a full dragon. The transformation did not go as promised, and Zakaathim was fused together with a squid demon, permanently altering his form and causing tentacles to grow out from his back. His scales turned black and there are red, veiny lines that glow across his body. 

Before Zakaathim was transformed, he was a level 17 adventurer. He had 12 levels of sorcerer, and 5 levels of fighter. (Reflected in his special traits) 

Lair and Lair Actions

Black sludge that's hardened in the form of pillars is scattered throughout the room. (Approximately 10) The sludge has red, pulsating lines running throughout it, similar to Zakaathim. While in the room, Zakaathim has a +16 Modifier to hide instead of a +10. Each turn Zakaathim is in his lair alone, he may repeat any lair action any number of turns in a row. (Reshape pillars, regain spells slots, etc.) 

Lair Actions

On initiative count 18 (losing initiative ties), Zakaathim takes a lair action to cause one of the following effects; Zakaathim can’t use the same effect two rounds in a row if an enemy is in his lair:

  • Zakaathim causes two black sludge pillars to collapse. The pillars fall in a straight line, and upon landing deal 4d8 damage to any creature that fails a DC 18 Dexterity saving throw. When the pillars land on the ground, they turn into difficult terrain covering a 30 foot by 15 foot area. (Numbers to be adjusted based on how big Kyle says the lair is) On a different turn, Zakaathim can cause the pillars to rise back up to their previous positions. 
  • Zakaathim causes every standing pillar to create an image of the viewers worst fears, as though he were casting the fear spell from each pillar. Each creature within 30 feet of a standing pillar must make a DC18 Wisdom Saving throw or else be feared. If the creature ends its turn in a location where it doesn’t have line of sight to your pillars, the creature can make another Wisdom saving throw to end the effect. They can also attempt this saving throw if they are more than 75 feet away from the nearest pillar. 
  • Zakaathim rolls a D8. If he rolls a 6 or lower, he regains one spell slot of that level or lower. If there are no spell slots to regain, this effect does nothing. If the roll is 7 he may regain (one spell slot of any level or his action surge) and one of level three or lower. If the roll is 8, he may regain two spell slots of any level, or one spell and his action surge. 

 

Jaxom0

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