Serpent's Prey. If Zygarde moves at least 15 feet underground or straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 8 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the roaring mane can make a bite attack against it as a bonus action
Will of the Material. Zygarde has advantage on saving throws against being charmed or frightened.
Guardian of the Plane. Creatures that aren't native to the material plane have disadvantage on attack rolls against
Magic Resistance. Zygarde has advantage on saving throws against spells and other magical effects.
Limited Telepathy. Zygarde can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Legendary Resistance (2/Day). If Zygarde fails a saving throw, it can choose to succeed instead.
Aura Break (2/Day). If a Fey or Undead creature that Zygarde can see or hear succeeds a saving throw, Zygarde can force the creature to reroll.
Cell Rejuvenation (Recharges after a Short or Long Rest). If Zygarde would be reduced to 0 hit points, his current hit point total instead resets to 359 hit points, he recharges Its Core Enforcer, and regains any expended uses of Legendary Resistance or Aura Break. Additionally, Zygarde can now use the options in the "Mythic Actions" section for 1 hour.
Multiattack. Zygarde can use its Glare. It then makes three attacks: one with its bite and two with its tail.
Core Enforcer (Recharge 5–6). Zygarde exhales a blast of energy in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) force damage on a failed save, or half as much damage on a successful one. Core Enforcer creates an area of antimagic, as in the antimagic field spell, no spells can be cast in the affected area under Zygarde 50%'s next turn. Any creature that was in cone when Core Enforcer was used cannot use spells or magical effects until the end of the creature's next turn.
Zygarde 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. Zygarde regains spent legendary actions at the start of its turn.
Intimidating Glare. One creature of Zygarde choice must succeed on a DC 20 Constitution saving throw or become paralyzed and its' speed is reduced by half until the end of the creature's next turn.
Earthquake. Zygarde uses the Earthquake spell at DC 22.
Outrage (Costs 2 Actions). Zygarde charges the nearest enemy creature. Zygarde moves up to half its movement and makes a tail attack on each creature within 15 of Zygarde must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone.
If Zygarde's Cell Rejuvenation trait has activated in the last hour, he can use the options below as legendary actions.
Thousand Arrows. blah blah blah
Thousand Waves. blah blah blah
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Zygarde 50% takes a lair action to cause one of the following effects; Zygarde 50% can't use the same effect two rounds in a row:
- Violent sandstorm fill a 120-foot-radius sphere centered on Zygarde 50%. The sandstorm spreads around corners, and its area is heavily obscured. Each creature in the sandstorm when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the sandstorm takes 10 (3d6) fire damage. A wind of at least 20 miles per hour disperses the sandstorm. The sandstorm otherwise lasts until Zygarde 50% uses this lair action again or until Zygarde 50% dies.
- Jagged shards of stone shoot up from the ground, striking up to three creatures from underneath that Zygarde 50% can see within 120 feet of it. Zygarde 50% makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed a DC 22 Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a DC 22 Strength or Dexterity check (the creature’s choice). On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
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