Large Humanoid (Tiefling), Chaotic Neutral
Armor Class 15 (leather armor)
Hit Points 57 (5d12)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +6, CON +6
Skills Acrobatics +6, Athletics +4, Deception +2, Intimidation +4
Damage Resistances Fire
Senses Darkvision 60, Passive Perception 10
Languages Common, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (2d6 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one creature. Hit: 3 (1d6 + 3) slashing damage.

Reckless Attack. When Zarek makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Second Wind. On his turn, Zarek can use a bonus action to regain hit points equal to 1d10 + his Fighter level. Once he uses this feature, he must finish a short or long rest before he can use it again.

Legendary Actions

RKO. Zarek moves up to his speed towards an enemy and makes a jumping grapple (use Greatsword to roll). If this attack hits, the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Gladiator's Resilience. Zarek immediately regains 10 hit points. This legendary action can be used once per day.

Monster Tags: NPC

Habitat: Urban

Razaqs

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