Alert. The giant can’t be surprised, and it has advantage on initiative rolls.
Storm's Retribution Aura: ZoRan is constantly surrounded by a volatile aura of crackling lightning energy, a manifestation of his storm-sovereign nature and his intrinsic connection to the tempest's fury. This aura represents both a defense mechanism and a perpetual threat to those daring enough to approach him closely.
- Effect: Whenever a creature hits ZoRan with a melee attack, that creature takes 10 (3d6) lightning damage. This damage reflects the backlash of storm energy that radiates from ZoRan, punishing those who dare to come too close.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Spellcasting: ZoRan is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He has the following spells prepared:
- Cantrips (at will): Shocking Grasp, Gust
- 1st level (4 slots): Thunderwave, Witch Bolt
- 2nd level (3 slots): Shatter, Gust of Wind
- 3rd level (3 slots): Call Lightning, Lightning Bolt
- 4th level (3 slots): Storm Sphere, Ice Storm
- 5th level (2 slots): Destructive Wave (thunder and necrotic only), Control Winds
- 6th level (1 slot): Chain Lightning
Multiattack. The giant makes three Stormwrough Cleaver attacks
Stormwrought Cleaver. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (4d6 + 9) slashing damage plus 9 (2d8) lightning damage, plus 9 (2d8) thunder damage, plus 9 (2d8) necrotic damage.
Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
- Cantrips (at will): Shocking Grasp, Gust
- 1st level (4 slots): Thunderwave, Witch Bolt
- 2nd level (3 slots): Shatter, Gust of Wind
- 3rd level (3 slots): Call Lightning, Lightning Bolt
- 4th level (3 slots): Storm Sphere, Ice Storm
- 5th level (2 slots): Destructive Wave (thunder and necrotic only), Control Winds
- 6th level (1 slot): Chain Lightning
Cataclysmic Burst. ZoRan hurls his greatsword to a point he can see within 50 feet, where it impales the ground. He then calls forth a bolt of lightning that streaks in a straight line toward the sword. When the bolt reaches the sword, it triggers a massive explosion of electrical energy. Each creature within a 30-foot radius of the sword must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 65 lightning damage and is stunned until the end of their next turn, or half as much damage on a successful one. Creatures wearing medium armor or heavier make this saving throw with disadvantage.
Storms Wrath (3/day):
ZoRan enters a state of rage. ZoRan takes half damage from all types of damage except for psychic. While in this state ZoRan cannot be effected by the following conditions
- stunned
- incapacitated
- restrained
- grappled
ZoRans rage ends if his turn ends and he hasn't attacked a hostile creature since their last turn or taken damage since then.
Energy Redirect: If ZoRan is targeted with a spell or effect that would deal thunder or lightning damage he can use a reaction to absorb the spell and either gain the damage in health or redirect the damage to the attacker. If ZoRan chooses to redirect the attacker must make the spells saving throw, if the spell has no saving throw then the spell hits the redirected target.
ZoRan can take 6 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. ZoRan regains spent legendary actions at the start of his turn.
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Attack: ZoRan makes one Stormwrought Cleaver attack.
- Move: ZoRan moves up to his movement
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Intimidating Roar (Costs 1 Action): ZoRan unleashes a ferocious, thunderous roar, embodying the primal fury of the storm. Each creature of ZoRan's choice within 60 feet that can hear him and is not already frightened must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature can make a Wisdom saving throw at the end of each of its turns to end the effect on itself.
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Thunderous Charge (Costs 3 Actions): ZoRan moves up to his speed toward a target and makes a charge attack. The target must succeed on a DC 23 Strength saving throw or be knocked prone. If the target is knocked prone, ZoRan can make one greatsword attack against it as a reaction.
Description
Lair and Lair Actions
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Electrical Ground Surge:
- Description: ZoRan slams his foot into the ground, causing a surge of electric energy to ripple through the terrain. This surge creates a wave of crackling energy that radiates outwards from him.
- Effect: Each creature on the ground within 120 feet of ZoRan must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) lightning damage and is unable to take reactions until the end of its next turn. On a successful save, the creature takes half as much damage and can take reactions normally.
- Range: 120 feet radius from ZoRan.
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Crystalline Conduction:
- Description: ZoRan channels a powerful electrical surge through the blue crystals scattered across the battlefield. This energy bursts from the crystals, seeking out conductive materials and creatures.
- Effect: Any creature within 15 feet of a crystal must make a DC 18 Constitution saving throw. Creatures wearing medium armor or heavier (including metal armor) make this saving throw with disadvantage. On a failed save, a creature takes 18 (4d8) lightning damage and is stunned until the end of their next turn. On a successful save, the creature takes half the damage and is not stunned.
- Range: 15 feet from any crystal on the battlefield.
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Reality Distortion:
- Description: ZoRan channels the chaotic energy of Demogorgon, causing reality around him to twist and distort. Shadows lengthen, the air thickens, and an oppressive sense of dread fills the area.
- Effect: Each enemy within 60 feet of ZoRan must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if ZoRan is within line of sight, ending the effect on itself on a success.
- Range: 60 feet radius from ZoRan.
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