Large Monstrosity, Unaligned
Armor Class 16
Hit Points 53 (10d10 + 5)
Speed
STR
18 (+4)
DEX
6 (-2)
CON
12 (+1)
INT
4 (-3)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws STR +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Passive Perception 6
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Devour. The Zar Zar may consume any small, non living, object which can then only be retrieved by surgical procedures on a dead or incapacitated Zar Zar. 

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1target. Hit: 3d10 [piercing] damage and the target must make a DC 14 Strength check or be grappled by the Zar Zar. While grappling a creature the Zar Zar cannot preform the Bite action. The target may repeat the saving throw on each of its' turns, on a fail it takes 1d10 [slashing] damage.

Consume. Melee Weapon Attack: +10 to hit, reach one grappled target. Hit: The target is swallowed and takes 2d12 acid damage on each of the Zar Zars' turns if it is a large or smaller creature. If the creature is bigger than large, it takes 4d10 [slashing] damage and remains grappled.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

The Zar Zar looks like a huge grub with a circle shaped mouth taking up a whole end of its' body. The mouth has six rows of serrated teeth that lay down when the Zar Zar tries to eat something. The Zar Zars' main goal in life is to eat as much as it can, dead things, living things, objects of sand, dirt, rock, and wood. It is often seen lazily sprawling itself across the hot sand. The Zar Zars' large gold scales are hard enough to stop the sharpest of weapons and helps it blend into the sandy landscape of the dessert which is where it belongs.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Desert

Hazardbale

Comments

Posts Quoted:
Reply
Clear All Quotes