Gargantuan Fiend, Chaotic Evil
Armor Class 23 (Natural Armor)
Hit Points 525 (30d20 + 250)
Speed 40 ft., Climb 40 ft.
STR
28 (+9)
DEX
22 (+6)
CON
25 (+7)
INT
6 (-2)
WIS
15 (+2)
CHA
4 (-3)
Saving Throws STR +15, DEX +12, CON +13, WIS +8
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Restrained
Senses Passive Perception 20
Languages Infernal, Abyssal, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Zel'tash has advantage on saving throws against spells and other magical effects.

Souls Sense.
Zel'tash can sense creatures in the Astral and Ethereal planes and can make attacks against them

Spider Climb.
Zel'tash can climb difficult surfaces, including upside down ceilings, without needing to make an ability check.

Web Sense.
While in contact with a web, Zel'tash knows the exact location of any other creature in contact with the same web.

Web Walker.
Zel'tash ignores movement restrictions caused by webbing.

Legendary Resistance.
(3) If Zel'tash fails a saving throw, he can instead choose to succeed instead.

Actions

Multiattack. Zel'tash Harbanger of the Night makes five attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack +15 to hit, reach 5ft., one target. Hit. 18 (2d8 + 9) piercing damage, and the target must make a DC 19 Constituion Saving Throw, taking 26 (4d12) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour. Even after regaining hit points, and is Weakened while in this way.

Leg Slash.
Melee Weapon Attack. +15 to hit., reach 15ft., one target. Hit: 22 (2d12 +9) slashing damage.

Elemental Web (5-6).
Ranged Weapon Attack: +15 to hit, range 40/60ft., one target. Hit: The target is restrained by webbing, as an action the restrained target can make a DC 20 Strength Check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; HP 10: vulnerability to force damage; immunity to bludgeoning, poison, and psychic damage.
 
At the start of each restrained target turn, they are dealt 15 (3d10) elemental damage. (1-2 Fire) (3-4 Cold) (5-6 Poison)

Bonus Actions

The Lady's Gift. (6) Opening its gaping maw Zel'tash releases a horrifying psychic scream erupting from Zel'tash in a 150ft cone. Those affected must succeed on a DC 17 Wisdom Saving Throw or take 14 (3d8) psychic damage and become frightened of Zel'tash for 1 minute. (save ends at the end of their turn.)

Reactions

Retaliatory Bash. When a creature within 5ft of Zel'tash hits them with a melee attack, the creature must make a DC 18 Dexterity Saving Throw or be pushed back 30ft backward.

Legendary Actions

Zel'tash Harbinger of Night can take 3 legendary actions.

Leg Slash. (1)
As a legendary action, Zel'tash makes an attack to any creature within reach.
Wed Recharge. (1)
As a legendary action, Zel'tash will attempt to create additional webbing.
Stomping Advance. (2) As a legendary action, Zel'tash will stomp through any creature 2 sizes smaller than them, dealing 11 (2d10) bludgeoning damage moving up to half of its movement speed to any direction of their choice.

Mythic Actions

Once one of the cores of the Elemental shards is destroyed along with his HP reduced to half Zel'tash in a blind rage will force the two remaining elemental shardes to clash allowing both effects to be put into effect, however, a price must be paid so will reduce Zel'tash's AC by 5 and cause them to be vulnerable to one elemental force.

Description

Gargantuan in size, lord of spiders, Herald of the Night. Zel'tash is the chosen son among her children, said to be the father of all spiders he has served her for millennia. Having conquered the core of flames, claimed the ever winter of the north and has been gifted a sliver of the Shadow Lady's power able to conquer the light and deny the dead.

Lair and Lair Actions

Here beneath the City of Laquenya planned for decades for the summoning of Zel'tash has imbued these cold stones with infernal energy, allowing Zel'tash to tap not only into its special abilities but into the lady's blessings and gifts.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Surging of the Flames. Having taken a crystal from the core of the world, Zel'tash can engulf themselves in the flames of Eleon, scorching the very ground beneath them. Imbuing their attacks with flames allows them to deal an additional 1d6 fire damage with each leg slash, while engulfed in flames they are immune to fire and deal 11 (2d10) in a 60ft sphere of Zel'tash. (Targeted: 100 HP)
  • Frigid of Biting Winter. Having stolen a shard from an Ancient Elemental Ice Titan's very core, Zel'tash can engulf themselves in the frigid cold of the north, the biting winds swirl around them reducing the attacks and saving throws of all creatures within a 60ft sphere of Zel'tash by 1d4, while engulfed in winter they are immune to fire and deal 9 (2d8) cold damage within a 60ft sphere of Zel'tash. (Targeted: 100 HP)
  • Nightmares Bend. Having been blessed with the Shadow Lady's gifts, Zel'tash calls forth the shadows of the night to bend to its will, within a 30ft sphere of Zel'tash all necrotic and healing spells and effects will be neutralized so long as they are within the sphere of the affected area of Zel'tash. While engulfed in the shadows they are immune to necrotic and deal 12 (3d8) necrotic damage, but Zel'tash becomes vulnerable to Radiant damage so long as they are in the shadows of Nightmares Bend. (Targeted: 125 HP)

Habitat: Underdark

Uesgui

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