Embodiment Of Sex. Zachary exudes sex wherever he goes. All creatures that start their turn within 15 feet of him must make a DC 27 Wisdom saving throw or become charmed by Zachary until the start of their next turn. Additionally creatures charmed take an additional 14 (4d6) psychic damage whenever they are hit with an attack roll.
Clumsy. Zachary is a deeply un-nimble creature. He has disadvantage on all Dexterity checks and saving throws, but experiences advantage on all Intelligence checks and saving throws.
Legendary Resistance (5/Day). If the aspect fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Zachary is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Zachary's weapon attacks are magical.
Spellcasting. Zach casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 27):
At will: dissonant whispers (at 6th level), greater invisibility, otto's irresistible dance, wither and bloom (at 6th level).
1/day each: mordenkainen's sword (at 9th level), power word stun, psychic scream
Multiattack. Zachary makes three slam or disorienting word attacks, then uses dawgs out if available. He can replace any of these attacks with a use of spellcasting.
Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) force damage plus 19 (3d12) necrotic damage.
Disorienting Word. Ranged Spell Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) psychic damage. The target must also make a DC 27 Wisdom saving throw or become stunned until the start of their next turn.
Dawgs Out (Recharge 5–6). Zach unleashes the most heinous form of magic in a 60 foot radius sphere originating from him. All creatures that can see Zach must make a DC 27 Intelligence saving throw or take 44 (8d10) thunder damage, plus 44 (8d10) psychic damage and become charmed, blinded, and stunned until the start of Zachary's next turn.
The aspect 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. The aspect regains spent legendary actions at the start of her turn.
Slam. Zach makes one slam attack against a creature within range.
Destiny Too (Costs 2 Actions). Zachary draws upon his vast and deeply niche knowledge to disorient his foes. He targets up to three creatures that he can see within 120 feet of him. Each of these targets must make an Intelligence saving throw or take 28 (5d10) thunder damage and the creature is incapacitated until the end of their next turn.
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