Medium Aberration, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft., fly 30 ft. Hover
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +6, CON +8, WIS +6, CHA +7
Skills Perception +12, Stealth +7
Damage Resistances Cold, Fire, Lightning
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Truesight 60 ft., Passive Perception 22
Languages Common, Deep Speech, Telepathy 60 ft., Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance. Zalryr has advantage on saving throws against spells and other magical effects.

Innate SpellcastingZalryr's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

Actions

Multiattack. Zalryr makes two Eldritch Blast attacks.

Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 14 (3d8) force damage.

Mind Blast (Recharge 5-6): Zalryr emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 36 (8d8) psychic damage and be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Zalryr can take 2 legendary, choosing from the options below.  Only legendary action option can be used a time and only at the end of another creature's turn. Zalryr regains spent legendary actions at the start of its turn.

  • Detect: Zalryr makes a Wisdom (Perception) check.

  • Eldritch Blast: Zalryr makes one Eldritch Blast attack.

  • Teleport (Costs 2 Actions): Zalryr magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.

LordNeomorte

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