Medium Celestial, Any Evil Alignment
Armor Class 20
Hit Points 250 (20d10 + 140)
Speed
STR
20 (+5)
DEX
16 (+3)
CON
26 (+8)
INT
22 (+6)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws STR +11, CON +14, WIS +11, CHA +13
Senses Passive Perception 15
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

 


Innate Spellcasting: Zamasu's spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:

  • At will: blade barrier, command, detect magic, dispel magic, sanctuary
  • 3/day each: blade ward, shield, spiritual weapon
  • 1/day each: finger of death, plane shift, power word stun

Divine Immortality: if zamasu is reduced to 0 hit points he comes back the next turn on half health, the only way to destroy zamasu is by divine intervention or a wish

Energy Blade: zamasu can create a magical energy blade as a bonus action. the blade lasts until zamasu dismisses it or he is incapacitated. the blade is a melee weapon that zamasu is proficent with. it deals 2d10+5 slashing damage on hit and (20/60) ranged

Actions
  1. Divine Strike: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d10 + 5 slashing damage plus 2d10 radiant damage.

  2. Divine Wrath (Recharge 5-6): Zamasu unleashes a blast of divine energy in a 30-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 4d12 radiant damage on a failed save, or half as much damage on a successful one.

Bonus Actions
  1. Divine Speed: Zamasu can take the Dash action as a bonus action on each of his turns.

Reactions
  1. Divine Retaliation: When a creature within 5 feet of Zamasu hits him with an attack, he can use his reaction to make a melee weapon attack with his energy blade against that creature.

Description

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EneruTheGod

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