Medium Humanoid (Half-Dragon, Half-Orc), Neutral Evil
Armor Class 19 (natural)
Hit Points 250 (18d12 + 90)
Speed 50 ft., climb 30 ft., swim 30 ft.
STR
26 (+8)
DEX
20 (+5)
CON
22 (+6)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +14, DEX +11, CON +12, CHA +10
Skills Acrobatics +11, Athletics +14, Intimidation +12, Survival +8
Damage Resistances Bludgeoning, Cold, Fire, Force, Lightning, Piercing, Psychic, Slashing, Thunder
Damage Immunities Acid, Necrotic
Condition Immunities Exhaustion, Frightened, Paralyzed, Restrained, Stunned
Senses Darkvision 60 ft., Passive Perception 18
Languages Common, Draconic, Elvish, Orc
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Zuthura fails a saving throw, he can choose to succeed instead.

Unyielding. Zuthura cannot be moved, even by magic means, unless he is willing. Difficult terrain is normal terrain for him, and he takes no penalty to his speed from spells or magical effects.

If Zuthura would be reduced to 0 hit points, he can make a Constitution saving throw. On a roll of 10 or higher, he drops to 1 hit point instead and stands to his feet. The DC for this saving throw increases by 5 each time the Zuthura uses this feature, and the DC resets after a long rest.

Draconic Heritage. Zuthura’s innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

3/day each: detect magic, dimension door, charm personjumpphantasmal force, darkness

1/day: aura of vitality, dominate monsterdispel magic (as a 5th-level spell), cone of cold (acid damage)

Savage Magic Weapons. Zuthura’s weapon attacks are magical. If he rolls a 1 or 2 on a weapon damage dice, he may reroll that die, but must take the second roll.

Siege Monster.  Zuthura deals double damage to buildings, structures, and constructs.

Dessicating Regeneration. Zuthura regains 15 hit points at the start of his turn. If he takes psychic damage, this trait doesn't function at the start of his next turn. Zuthura dies only if he starts his turn with 0 hit points and doesn’t regenerate. Zuthura heals half of the necrotic damage he deals.

Shadow Stride. Once per turn, when Zuthura enters dim light or darkness, he may choose to enter the shadows, teleporting himself to another area of dim light or darkness within 500 feet. He may bring as many creatures that can fit into the shadow (up to 10 creatures). Once he exits the shadows, he may continue his movement as if the space he left and enters are adjacent.

Unusual Nature. Zuthura doesn’t require air, food or drink.

Actions

Multiattack. Zuthura uses his Intimidating Prescence (if available), then makes three attacks with his Black Reaver or with Rending Totem in any combination. The Black Reaver scores a critical hit on a roll of 18-20.

Black Reaver. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 29 (3d12+ 10) slashing damage plus 14 (3d8) acid damage. On a hit, the target must make a DC 22 Strength Saving throw or be knocked prone.

Rending Totem. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 24 (6d8) necrotic damage.

Intimidating Presence (Recharge 6). Zuthura lets out a draconic bellow, inspiring fear in his enemies and awe in his allies. Each creature within 60 feet that Zuthura considers enemies must make a Charisma saving throw (DC 18) or take 11 (2d10) psychic damage and be frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Until the end of his next turn, he and his allies have advantage on attack rolls and saving throws.

Bonus Actions

Draconic Transformation. As a bonus action, Zuthura transforms, gaining draconic features. For the next minute, he gains the following abilities:

  • Blindsight with a range of 30 feet.
  • Black, draconic wings sprout from his back, giving him a flying speed of 50 feet.
  • As part of his transformation, and as a bonus action on subsequent turns for the duration, he can exhale a breath of sizzling fluid in a 60-foot cone. Each creature in the area must make a Dexterity saving throw (DC 18), taking 24 (5d8) acid damage on a failed save or half as much damage on a successful one. All creatures that fail this saving throw fall prone.

Leap. Zuthura leaps away an amount up to half his speed. Within 5 feet of the area he leaves, all creatures must succeed on a DC 22 Strength saving throw, taking 6 (1d10) bludgeoning damage and being pushed back 5 feet on a failure, and taking half damage on a success.

Power of the Black Prince (Recharge 6). Until the start of Zuthura's next turn, the Black Reaver does necrotic damage instead of acid damage.

Reactions

Dragon Totem. When a creature stops moving in Zuthura's range, the Black Dragon Totem may attempt shove the creature. On a successful hit (+9), the target takes 14 (2d12+ 8) bludgeoning damage and is thrown 20 feet away from Zuthura.

Legendary Actions

Zuthura 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. Zuthura regains spent legendary actions at the start of his turn.

Powerful Leap. Zuthura leaps away an amount up to his speed without provoking opportunity attacks. Within 5 feet of the area he leaves, all creatures must succeed on a DC 22 Strength saving throw, taking 11 (2d10) bludgeoning damage and being pushed back 5 feet on a failure, and taking half damage on a success.

Wrath of the Black Prince. Zuthura attacks once with his Black Reaver.

Dragon's Dominion (Costs 2 Actions). Zuthura weaves draconic magic into his words to call the power from his blood. He casts a spell from his Draconic Heritage feature.

Necrotic Regeneration (Costs 3 Actions). Zuthura pulses with necrotic energy, causing every creature of his choice within 15 feet of him to be siphoned of their vitality. All affected creatures must make a Constitution saving throw (DC 18) or take 14 (4d6) necrotic damage. He heals himself for half of the damage dealt to all creatures in the aura. This trait functions even if Desiccating Regeneration is inactive.

Previous Versions

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Monster Tags: humanoidhalf-orc

Azrael_Myastan_the_Zealous

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