Amphibious. The zamite can breathe air and water.
Pack Tactics. The zamite has advantage on an attack roll against a creature if at least one of the zamite's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The zamite makes two Bite attacks.
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Zamite
Challenge Rating 1/2 Carves 1
Carve Chance | Material | Slots |
---|---|---|
1-7 | Sharp Fang | (W) |
8-14 | Meaty Hide | (O) |
15-18 | Monster Guts | (O) |
19-20 | Sharqskin Scale | (A) |
ARMOR MATERIAL EFFECTS
Sharqskin Scale
While wearing this armor, you have a swimming speed equal to your walking speed.
WEAPON MATERIAL EFFECTS
Sharp Fang
Your slashing weapon deals an extra 1 slashing damage.
OTHER MATERIAL EFFECTS
Meaty Hide
This material can be cooked for 2 days of rations
Monster Guts
Monster innards. A prized delicacy worth 50 gp.
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.
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