Beacon. Zaleem cannot move once combat begins.
Lightning Aura. At the end of Zaleem turn all creatures within 5ft of Zaleem make a DC 15 dexterity save or take 1d6 lightning damage, half an a successful save.
Rupture. At the end of Zaleem's action for a round, his eyes begin to pulse with black energy and the air directly next to Zaleem begins to spark, noticeable with a passive perception of 13 or higher. The following round, as an action, Zaleem releases a small burst of high intensity lighting in a 5 ft radius dealing 10d10 lighting damage around him. Recharge (5-6)
Lightning Form. Zaleem heals from any lightning damage taken.
Lightning Ring. Upon entering combat Zaleem create two rings of lighting with him at the epicenter. The starting radius of these rings is 10 ft and 100 ft. Any creature caught in this ring must make a dexterity save DC 14 or take 8d6 lightning damage, half on a save. These rings may be avoided on a characters movement by making a DC 15 acrobatics check, fails result in taking the damage of the ring. The rings naturally move 10 ft towards each other per round until they meet and pass through, resulting in a movement away from each other.
Small Cubic Core. Zaleem has a small core visible through his elemental form, though it has an AC of 20, attacking it with a piecing based attack will be considered vulnerable.
Spellcasting. Zaleem is a 15th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 16, +8 to hit with spell attacks). Zaleem has following spells prepared:
Cantrips (at will): [Shocking grasp]
1st level (4 slots): [absorb elements], [witch bolt]
2nd level (3 slots): [hold person]
3rd level (3 slots): [Lightning Bolt], [Call Lightning]
4th level (3 slots): More Lightning Bolt
5th level (2 slots): More Lightning Bolt!
6th level (1 slot): More Lightning Bolt!!
Multi Attack. Zaleem may make two attacks
Shocking grasp. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 13 (3d8) [Lightning] damage.
Absorb Elements. May cast Absorb elements as a reaction
Zaleem may use up to 3 Legendary actions per round
Accelerate (Costs 1 Action). Zaleem accelerates the lightning ring one cycle.
Casts Hold Person (Costs 2 Action) Zaleem may cast hold person in an attempt to lay the target victim to the oncoming rings.
Description
Zaleem The Lightning Lord is a massive lightning elemental with a storm ever in his wake. There is a small metallic cubic core within the depth of his lightning form.
Lair and Lair Actions
Wherever Zaleem resides, a massive lightning storm follows in his wake, bringing his lair with him as he slowly traverses the planes.
Lair Actions
On initiative count 10 (losing initiative ties), the Zaleem takes a lair action to cause one of the following effects; the Zaleem can’t use the same effect two rounds in a row:
- Three Lightning bolts erupt from the skys with a +6 to hit dealing 3d6 lightning damage to anyone hit including Zaleem.
- Howling Winds as the storm rages, each character make a DC 10 strength save or be pushed 10 ft towards Zaleem. If a character is already within 10 ft of Zaleem they automatically succeed.
Regional Effects
The region containing a legendary Zaleem’s lair is a Massive moving storm, which creates one or more of the following effects:
- Dark tumultuous clouds are ever forming and reforming.
- cracks of lightning are constant and never ending
If the Zaleem dies, these effects fade over the course of 1d4 days.
**Zaleem the Lightning Lord should be a difficult encounter for your players having to constantly keep track of an ever changing environment and letting your more mobile characters shine**
Previous Versions
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