Combined Intelligence: - All Zynch within a given area can communicate and think telepathically allowing for very strong group tactics.
Crashing Blow: - Range 10 feet - 1d6 Bludgeoning - Zynch purposely crashes into the body of the target dealing 1d6 bludgeoning damage.
Internal Phaze: - Range 90 Feet - 1d4 Radiant - Zynch fires a beam of light dealing 1d4 Radiant damage.
Forced Inhalation: - Melee 5 Feet - 3 Actions - Remaining Health - 1d4 Bleed - THIS EFFECT STACKS - The Zynch forces itself down a targets throat imbedding itself in their lungs. Once this action is used the Zynch is no longer an enemy, it becomes an affliction. This deals 1d4 bleed every time the inflicted creature attacks or casts a spell. Every time the Inflicted creature attempts to cast a verbal spell they must roll a DC 5 constitution (No Bonus) or above, if unsuccessful the spell cast fails, for every Zynch imbedded in the lungs add 3 DC to the minimum needed roll. It can only be cured by cooling down the inflicted body or by short resting. The inflicted should not be told this information unless they talk to a healing NPC. Once the inflicted body cools down the Zynch dies.
Body Guard: - Range 20 Feet - Can be used every time another creature is attacked - A Zynch purposely flies in front of a spell taking all of the damage protecting the target. This does not require a DC roll.
Sporadic Dive: - Can be used ONCE successfully - DC 12 Acrobatics - The Zynch completely dodges an attack.
Description
Zynches choose between trying to get close to a target to use "Forced Inhalation", shielding other monsters, or fighting at range.
Zynch Typically appear in groups of 15 to 20.
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