Adaptation: Zaarktou can morph its cells, making it able adapt to any attack or spell. After being hit one time by a specific type of damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder), it becomes resistant to that damage type at the end of the round. After ten rounds (or a minute) have passed, it becomes immune to that damage type for the next 24 hours.
Magic Resistance: Zaarktou has advantage on saving throws against spells and other magical effects.
Magic Weapons: Zaarktou's attacks are magical.
Multiattack: Zaarktou makes three attacks: two with its claw and one with its tail.
Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (5d6 + 7) slashing damage.
Tail Swipe: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone.
Spectral Beam (Recharge 5-6): Zaarktou emits a beam of psychic energy in a 30-foot line. The creature must make a DC 20 Constitution saving throw, taking 63 (14d8) psychic damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails the save has disadvantage on attack rolls and saving throws until the end of its next turn.
Ethereal Movement: As a reaction, Zaarktou can move up to half its movement speed without provoking opportunity attacks.
Parry: Zaarktou adds 6 to its AC against one melee attack that would hit it. To do so, Zarak must see the attacker and be wielding a melee weapon.
Abyssal Recovery (1/Day): When Zaarktou is reduced to 0 hit points, it instead regains 150 hit points and becomes invisible until the end of its next turn. Zaarktou can then use its Phase Shift as part of this action.
Description
Zaarktou stands as a towering figure within the Necroflora Expanse, its immense form cloaked in scales as dark as obsidian. Each scale glimmers faintly under the dim light, accentuated by spectral wisps that trail from its body like ethereal tendrils. Muscles ripple beneath its scaled hide, granting Zaarktou both formidable strength and enhanced agility. Its eyes, gleaming with an otherworldly luminescence, betray a cunning intelligence honed over centuries of guardianship. Zaarktou's presence alone commands respect and fear, a relentless protector of the Necroflora Expanse.
Lair and Lair Actions
Necroflora Expanse
- Vast Wasteland: The Necroflora Expanse is an expansive and eerie domain, dominated by dark green and black hues.
- Black Roses: Dozens of black roses are scattered throughout the wasteland, adding to the macabre beauty of the landscape.
- Yin-Yang Fish Patterns: The sky is adorned with patterns of yin-yang fish, similar to stars. This symbolizes the balance of life and death, with white fish leading black fish.
Lair Actions
On initiative count 20 (losing initiative ties), Zaarktou can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
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Necrotic Bloom: Dark flowers bloom around a creature within 60 feet of Zaarktou. The creature must succeed on a DC 20 Constitution saving throw or take 35 (10d6) necrotic damage and be poisoned until the end of its next turn.
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Energy Drain: The air around a point within 60 feet of Zaarktou becomes charged with energy. Each creature within 20 feet of that point must succeed on a DC 20 Dexterity saving throw or take 28 (8d6) radiant damage as the energy is drained from their bodies.
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Shadowy Grasp: Shadows in a 30-foot radius around a point within 60 feet of Zaarktou come to life and grasp at the creatures in the area. Each creature in that area must succeed on a DC 20 Strength saving throw or be restrained by the shadows until the end of its next turn.
Regional Effects
The region containing the Necroflora Expanse is warped by the presence of Zaarktou, which creates one or more of the following effects:
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Corrupted Flora: Plants within 6 miles of the lair become infused with necrotic energy, causing them to deal 3d4 necrotic damage to those who pluck them.
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Haunting Whispers: Faint whispers fill the air within 6 miles of the lair, causing creatures to feel uneasy and disoriented. Wisdom (Perception) checks made to listen in this area are made with disadvantage.
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Ethereal Visions: Ghostly apparitions of past battles and victims appear randomly within 1 mile of the lair. These visions are harmless but unsettling, and they can distract or frighten those who see them.
If Zaarktou dies within its lair, it will disperse into a cloud of smoke. It will reconfigure itself within 1d6 days.
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