Shapechanger: Zulkio can use his action to polymorph into a combination of magical animal traits, altering parts of his body. He cannot take on humanoid forms. This transformation lasts for 1 hour, or until he reverts back as a bonus action. When shapeshifting, Zulkio can change the following traits:
- Claws/Weapons: Zulkio can alter one or both arms into claws, pincers, or talons, giving him an additional 1d10 damage to his attacks. Alternatively, he can shift one arm into a longer reach weapon (15 ft. range).
- Wings: Zulkio gains a fly speed of 50 ft. if he forms functional wings.
- Tail: His tail can gain a barbed stinger, adding a 15 ft. reach and dealing 2d8 poison damage on a hit.
Magic Resistance: Zulkio has advantage on saving throws against spells and other magical effects.
Telepathic Link: Zulkio can communicate telepathically with any creature within 120 ft. If the target creature doesn’t speak a language, Zulkio’s emotions and images are transmitted instead.
Adaptive Defense: At the start of his turn, Zulkio can choose one damage type (bludgeoning, piercing, or slashing) to gain resistance to until the start of his next turn.
Multiattack: Zulkio makes three attacks: one with his claws or pincers, one with his tail, and one with his bite.
Claw/Pincer (Shapeshifted): Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 7) slashing damage.
Bite: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 7) piercing damage.
Tail (Shapeshifted): Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 13 (2d8) poison damage.
Psychic Screech (Recharge 5-6): Zulkio releases a telepathic scream. Each creature within 60 ft. of Zulkio must make a DC 20 Wisdom saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail are also stunned for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the stun on a success.
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Zulkio 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. Zulkio regains spent legendary actions at the start of his turn.
Detect: Zulkio makes a Wisdom (Perception) check.
Tail Attack: Zulkio makes a tail attack.
Shapeshift (Costs 2 Actions): Zulkio changes a body part, gaining a new trait (as per the Shapechanger ability) or changing the current form of one trait.
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Description
Zulkio is a terrifying chimera-like creature, a grotesque amalgamation of various magical beasts. Standing over eight feet tall on all fours, its base form is a nightmarish fusion of animalistic traits. Its body is covered in patches of dense, dark fur interspersed with reptilian scales that shimmer with a faint, unnatural glow. Its elongated limbs end in razor-sharp claws, while its hunched posture suggests both raw power and predatory agility.
Zulkio's head is a disturbing sight, with an elongated snout resembling that of a wolf or large feline, yet lined with mismatched fangs and teeth from different beasts. Its glowing eyes, slit like a serpent’s, flicker with a mix of intelligence and confusion. Multiple animal-like features sprout unnervingly from its form, including a barbed tail, insectoid mandibles near its maw, and gills along its neck, hinting at its mutable, shapeshifting abilities.
Although Zulkio can change parts of its body to adapt to different threats—growing wings, extending its claws, or toughening its skin—its base form is so unnatural and fearsome that those who see it are overcome with dread and disgust. Despite its monstrous appearance, Zulkio is not evil, but rather a confused, misunderstood being, struggling with its purpose and its place in the world. Its inability to blend into society due to its form and lack of social skills often leads to fear-driven attacks from others.
Lair and Lair Actions
(Optional)
If Zulkio is fought in his lair (such as the ruined laboratory), he can use lair actions on initiative count 20 (losing ties):
- Arcane Distortion: Magical energy floods the area. Until initiative count 20 of the next round, all creatures within the lair have disadvantage on spell attack rolls and saving throws against spells.
- Surge of Energy: Magical lightning arcs across the lair. Zulkio chooses a 10-foot radius within 120 feet. Creatures in that area must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a success.