Brutal Critical. Zarus rolls three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Evasion. If Zarus is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Zarus instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Improved Critical. Zarus's weapon attacks score a critical hit on a roll of 18-20.
Running Leap. Zarus's long jump is up to 40 feet and his high jump is up to 20 feet when he has a running start.
Survivor. Zarus regains 10 hit points at the start of his turn if he has at least 1 hit point but fewer hit points than half his hit point maximum.
The Best Defense. If Zarus fails a saving throw against a spell or is included in the area of a spell when it is cast, he can choose to succeed or be unaffected by the spell instead. Until the end of his next turn, Zarus makes one less unarmed strike when he uses his Multiattack (minimum one unarmed strike). Zarus can't use The Best Defense if he can't make more than one attack on his turn.
Unarmored Defense. While Zarus is wearing no armor and wielding no shield, his AC includes his Constitution.
Multiattack. Zarus makes four unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range 40/120 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.
Zarus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zarus regains spent legendary actions at the start of his turn.
Move. Zarus moves up to his speed.
Unarmed Strike. Zarus makes an unarmed strike.
Goad Foe (Costs 2 Actions). Zarus targets one enemy he can see within 30 feet of him. If the target can see and hear him, the target must succeed on a DC 18 Wisdom saving throw or have disadvantage on all attack rolls against targets other than Zarus until the end of Zarus's next turn.
Intimidate Foe (Costs 2 Actions). Zarus targets one enemy he can see within 30 feet of him. If the target can see and hear him, the target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of Zarus's next turn.
Description
The man once known as Isaac Adetokumboh is no more. Now, there is only Zarus, a man who has pushed himself to the limits of mortal achievement. This champion in the ring of combat has tested his body and mind time and time again, allowing him to hone his being to the point of near perfection. Some believe he is immortal, having suffered seemingly lethal blows and simply shrugging them off. Some claim a single punch from him can level a mountain. Some say he can even break powerful enchantments, evocations, and magical constructs with his bare hands. Whatever the truth to these rumors, Zarus's sponsors seek to keep his attention tied to the arena, lest his mind wander to other, more noble pursuits than lining their pockets.
Previous Versions
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7/2/2024 4:08:10 AM
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7/7/2024 9:37:30 PM
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