Large swarm of Tiny undead, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 210 (20d10 + 100)
Speed 90 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
20 (+5)
CHA
23 (+6)
Saving Throws STR +9, DEX +7
Skills Athletics +21
Damage Resistances Thunder
Damage Immunities Thunder
Condition Immunities Paralyzed, Stunned
Senses Tremorsense, Passive Perception 17
Languages Abyssal Abyssal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Trait Name: Stormborn Sovereignty

Zarathrax exudes an aura of crackling energy that charges the air around him. Within a 30-foot radius, the area becomes electrically charged, causing ranged metal attacks to suffer disadvantage and dealing 1d6 lightning damage to any creature that ends its turn in the area. Additionally, Zarathrax is immune to lightning damage and absorbs half the damage dealt by lightning-based attacks as hit points.

 

Spellcasting

Zarathrax is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Zarathrax has the following sorcerer spells prepared:

Cantrips (at will):

  • Lightning Lure
  • Shocking Grasp
  • Thaumaturgy
  • Ray of Frost

 

1st level (4 slots):

  • Thunderwave
  • Chromatic Orb (lightning)

 

2nd level (3 slots):

  • Misty Step
  • Shatter

 

3rd level (3 slots):

  • Lightning Bolt
  • Counterspell

4th level (3 slots):

  • Storm Sphere
  • Greater Invisibility

 

5th level (2 slots):

  • Cloudkill
  • Wall of Force

 

6th level (1 slot):

  • Chain Lightning
  • Ancient Thunderbolt 
Actions

Thunderous Strike (Recharge 5-6):

Zarathrax slams the ground with his electrified fists, creating a wave of concussive energy. Each creature within 20 feet of Zarathrax must make a DC 17 Constitution saving throw, taking 36 (8d8) thunder damage and 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.

Stormlash Blade (Melee Weapon Attack):

Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 22 (4d6 + 5) lightning damage. If the target is wearing metal armor or holding a metal weapon, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Arc Lightning (Ranged Weapon Attack):

Ranged Weapon Attack: +9 to hit, range 90/180 ft., one target.
Hit: 17 (3d8 + 5) lightning damage. If the target is within 10 feet of another creature, lightning arcs to that creature, dealing 11 (2d10) lightning damage (no attack roll required).

Tempest Bolt:

Zarathrax channels raw lightning into a single, devastating bolt. A creature within 60 feet must make a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much on a successful one. The bolt then arcs to up to two other creatures within 30 feet of the original target, dealing 14 (4d6) lightning damage to each (no save required).

Electrified Grasp (Melee Weapon Attack):

Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) lightning damage. The target must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17). While grappled in this way, the target takes 11 (2d10) lightning damage at the start of each of its turns.

Zarathrax can take up to 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. Zarathrax regains spent legendary actions at the start of his turn.

 

1. Crackling Rebound (Costs 1 Action):

Zarathrax redirects a portion of incoming energy. When he or an ally within 30 feet takes lightning or thunder damage, Zarathrax causes the energy to rebound toward an enemy within 30 feet. The chosen enemy must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) lightning damage.

 

2. Lightning Dash (Costs 2 Actions):

Zarathrax becomes a streak of lightning, teleporting to an unoccupied space he can see within 60 feet. Each creature within 10 feet of his starting or ending location must make a DC 17 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save or half as much on a success.

 

3. Thunderous Wrath (Costs 3 Actions):

Zarathrax summons the fury of the storm, calling down a bolt of lightning to strike an area he can see within 60 feet. All creatures within a 10-foot radius of the point must make a DC 17 Dexterity saving throw, taking 27 (6d10) lightning damage on a failed save or half as much on a success. The area becomes difficult terrain until the end of Zarathrax's next turn as crackling energy lingers.

 

Bonus Actions

Stormstep Surge

Zarathrax channels the storm's power to augment his movements. He can teleport up to 30 feet to an unoccupied space he can see. When he teleports, he emits a surge of electricity. Each creature within 5 feet of his starting and ending location must make a DC 17 Dexterity saving throw or take 9 (2d8) lightning damage.

Thunderous Command

Zarathrax commands his Will-o'-the-Wisps to act with deadly precision. As a bonus action, he can choose up to three of his Will-o'-the-Wisps within 60 feet to immediately move up to their speed and make an Electrical Surge attack against a target within range.

Reactions

Stormbound Retaliation

When a creature within 10 feet of Zarathrax hits him with a melee attack, he releases a surge of electrical energy in retaliation. The attacking creature must make a DC 17 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a success.

 

 

Legendary Actions

1. Crackling Rebound (Costs 1 Action):

 

Zarathrax redirects a portion of incoming energy. When he or an ally within 30 feet takes lightning or thunder damage, Zarathrax causes the energy to rebound toward an enemy within 30 feet. The chosen enemy must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) lightning damage.

 

 

 

2. Lightning Dash (Costs 2 Actions):

 

Zarathrax becomes a streak of lightning, teleporting to an unoccupied space he can see within 60 feet. Each creature within 10 feet of his starting or ending location must make a DC 17 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save or half as much on a success.

 

 

 

3. Thunderous Wrath (Costs 3 Actions):

 

Zarathrax summons the fury of the storm, calling down a bolt of lightning to strike an area he can see within 60 feet. All creatures within a 10-foot radius of the point must make a DC 17 Dexterity saving throw, taking 27 (6d10) lightning damage on a failed save or half as much on a success. The area becomes difficult terrain until the end of Zarathrax's next turn as crackling energy lingers.

 

Mythic Actions

When Zarathrax is reduced to half of his hit points or fewer, he gains the ability to take Mythic Actions. These actions allow him to tap into the full power of his stormborn essence, unleashing a devastating force.

 

Mythic Action: Storm Unleashed (Costs 2 Actions)

Zarathrax channels the full fury of the tempest, unleashing a massive electrical eruption. Each creature within 60 feet of Zarathrax must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) lightning damage and is stunned until the end of its next turn. On a successful save, a creature takes half damage and is not stunned.

 

Additionally, Zarathrax can use this mythic action to cast Chain Lightning as a bonus action, with no limit to the number of targets (creatures within 120 feet) in its path, all taking the full damage from the spell. The surge of energy is so intense that the air itself crackles and distorts, creating difficult terrain within 30 feet of Zarathrax for 1 minute.

Description

Zarathrax is a towering fiend wreathed in crackling arcs of electricity, his presence heralded by the low rumble of distant thunder and the metallic tang of ozone. His obsidian-black skin is veined with glowing currents of yellow and red energy, pulsating like a storm given form. His piercing, golden eyes shimmer with malevolent intelligence, and his jagged horns resemble lightning bolts frozen in time.

 

Zarathrax thrives on chaos and destruction, embodying the untamed fury of a thunderstorm. His voice booms like rolling thunder, and his movements leave charred earth and sparks in his wake. As a master of storms, he wields powerful lightning magic to obliterate his enemies, manipulate the battlefield, and command lesser stormborn creatures like Will-o’-the-Wisps to do his bidding.

 

Legends speak of Zarathrax as a demon who once tore through mortal realms, bringing tempestuous ruin to kingdoms that dared oppose him. He delights in toying with his foes, striking them down with devastating bursts of energy while laughing at their feeble attempts to fight back. His cruelty is matched only by his cunning, making him not only a formidable force in battle but also a manipulator of mortals and lesser demons.

 

To face Zarathrax is to confront the storm itself—unpredictable, overwhelming, and utterly merciless.

Lair and Lair Actions

The Desert Temple of Zarathrax

Zarathrax’s lair lies deep within the heart of a vast, uninhabited desert known as the Tempest Scorch, a place where violent sandstorms and relentless lightning strikes scar the land. His lair is a twisted, jagged spire of black stone that seems to rise from the desert floor like a thundercloud frozen in time. The spire pulses with erratic bursts of lightning, casting long shadows across the cracked and parched earth below. Jagged outcroppings of obsidian-like rock form unnatural mesas and peaks surrounding the lair, making it a natural fortress for the Lightning Demon. The air is thick with static electricity, the hum of power always vibrating through the ground and sky. The winds carry the scent of ozone and scorched earth, and the temperature fluctuates wildly, sweltering heat giving way to bitter, frigid gusts in a blink.

 

The entrance to Zarathrax's lair is hidden within a swirling vortex of lightning and sand, a chaotic and unpredictable storm that only those with knowledge of the desert's twisted geography can navigate. Inside, the spire is cavernous and open, filled with large, hollowed-out chambers where Zarathrax conducts his dark rituals and manipulates his storm-based magic. The walls are carved with ancient, storm-themed runes that seem to pulse with energy, and pools of crackling electricity pool on the stone floor, lighting the space with an eerie, unnatural glow. This place is not just a lair—it is a manifestation of Zarathrax's power and dominion over the storm.

 

Lair Actions

 

On initiative count 20 (losing initiative ties), Zarathrax can take a lair action to cause one of the following effects. Zarathrax can't use the same effect two rounds in a row.

 

Thunderous Shake: The ground trembles violently as Zarathrax channels the storm beneath his lair. All creatures within 30 feet of Zarathrax must make a DC 17 Strength saving throw or be knocked prone and take 9 (2d8) thunder damage. The tremors also cause the chamber to briefly destabilize, causing all creatures within the lair to have disadvantage on saving throws to avoid being restrained or knocked prone for the next turn.

 

Storm’s Wrath: Zarathrax calls down a violent strike of lightning from above, targeting a point within 60 feet of him. The target area is struck by a bolt of lightning, dealing 18 (4d8) lightning damage to creatures within a 10-foot radius. Creatures in the affected area must make a DC 17 Dexterity saving throw or be stunned until the end of their next turn.

 

Electric Fury: Zarathrax causes a surge of electrical energy to pour from the ground. All creatures within 20 feet of Zarathrax must make a DC 17 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save or half as much on a success. The floor becomes charged with energy for the next turn, causing any creature that ends its turn in the area to take 4 (1d8) lightning damage.

 

 

Regional Effects

 

The region containing Zarathrax’s lair is a place where the forces of nature are twisted and unpredictable, causing the following effects:

 

Perpetual Storms: Unpredictable thunderstorms continually churn across the desert, creating blinding sandstorms and violent electrical storms. Travelers within a 10-mile radius of Zarathrax’s lair have disadvantage on Wisdom (Perception) checks due to the poor visibility and deafening thunder. Lightning strikes occur randomly, causing creatures to make a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

 

Surge of Energy: The very air around Zarathrax’s lair is charged with intense static electricity. At dawn and dusk, the region is bathed in intense bursts of electrical energy, causing any creature that spends an hour within 1 mile of the lair to take 4 (1d8) lightning damage at the start of their turn. Magical effects within the region may behave erratically as the constant interference disrupts spellcasting and the flow of magical energy.

 

If Zarathrax dies, these effects fade over the course of 7d6 days, with the violent storms slowly dissipating and the desert beginning to return to a more stable state. However, the lingering scars of the storm remain, leaving a permanent aura of instability around his lair.

Monster Tags: DemonDemon Lord

Habitat: Desert

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