Street Knowledge. Zara knows who rule the underworld of her local area and can help allies and friends to get in contact with them. Zara can provide items that are illegal or can can't be sold publicly, or help smuggle them in and out of town.
Evasion. When Zara is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, she instead take no damage if you succeed on the saving throw, and only half damage if she fails.
Dirty Tricks. Zara has mastered techniques to take advantage of every drop in an enemy's guard, gaining the following benefits:
- When Zara hits a creature with an opprotunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opprotunity attacks from Zara even if they take the disengage action.
Fire Breath (1 /Short or Long Rest). Zara exhales fire in a 15-foor cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft or range 20/60 ft, one target. Hit 7 (1d4 +5) piercing damage plus 11 (2d10) poison damage. Once on her turn, when Zara has advantage on the attack roll, or if another enemy of the target is within 5 feet of it, she can deal an additional 17 (5d6) damage to the target.
Crossbow, Light. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Once on her turn, when Zara has advantage on the attack roll, or if another enemy of the target is within 5 feet of it, she can deal additional damage 17 (5d6) damage to the target.
Cunning Action. Zara can use her bonus action to dash, disengage, or hide on each of her turns in combat.
Uncanny Dodge. When an attacker that Zara can see hits her with an attack, she can use her reaction to halve the attack's damage against her.
Sentinel. When an enemy within 5 feet attacks a target other than Zara, she can use a reaction to attack them.
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
Enter a general description for your monster here.
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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