Medium unknown, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 250 (10d8 + 30)
Speed 30 ft., climb 30 ft., fly 60 ft.
STR
19 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
13 (+1)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +7, CON +8, WIS +6, CHA +8
Skills Perception +4, Stealth +2
Damage Immunities Fire
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Imperfect Immortality. Zamazu cannot die of old age and as a bonus action can regain [amount of damage lost]}-15 (of any damage type)

zenki. Because of his sayian blood he will get +1 to any stat of his chose after sustaining a great blow and surviving. (ie droping to 1 hp and surviving.)

Great ape. When Zamazu looks at the full moon or makes a wis saving throw to create a false moon (if he gets a nat 20 on this roll he transforms into a dark great ape) and looks at to become a great ape he becomes giant and gain a few different actions.

time breaker mask. Zamazu has a time breaker mask that ads +2 to all stats and forces him to commute an evil action every day. He also must succeed on a saving throw of his highest stat (every round he is wearing the mask) or be corrupted by the mask a and controlled by the demon Toa.

justice never dies!! Any being who has committed a crime of any kind will have to make a int saving throw with a disadvantage or be consumed by guilt and become [condition]frightened[/condition until they succeed on a the throw (which they can make every turn as a full action.)

Actions

Energy blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) slashing damage.

God stare (Recharge 5–6). Zamazu stares deeply at the target and a d20(rollable) amount of wind blasts are fired at the target. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Immortal Justice. As a last resort Zamazu creates a ball of pure destructive energy (this costs 150 energy points) this (ranged) attack forces every creature in a 100 ft range of Zamazu to make a str saving throw for half damage or take 3d20+zamazu’s highest stat amount of damage.

Bonus Actions

energy charge. zamazu regains 4d20 energy points (he has a maximum of 300) and all open wounds and status effects are cured.

Reactions

sin obliterater. every creature who is any type of evil takes 2d6+zamazu’s int stat amount of damage.

Legendary Actions

Transformations. 

full power. Zamazu regains all his energy points and doesn’t lose any For 3 turns 

ssjrose 1 Zamazu regains all his energy and his str and wis stats rise to 20 (or +5 if already  at 20)

ssjrose 2 zamazu regains all his energy, his str, wis and int rise to twenty. But he can only maintain this form for 7 turns.

ssjrose 3 zamazu regains all his energy (and does not lose it) and all states rise to 20, but he can only maintain this form for 5 turns. He also is completely consumed by the power of the mask (if he is still wearing it)

corrupted. Every time he transforms he gains one level of corruption (this stacks) once he gains 10 levels of corruption a rift will open and swallow him up to the negative void realm.

 

Description

Zamazu has glistening white hear and green skin with piercing red eye’s and the black uniform of the supreme Kais along with Potara earings

barryandrea

Comments

Posts Quoted:
Reply
Clear All Quotes