| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 25 | +7 | +13 |
| CON | 15 | +2 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +9 |
| WIS | 18 | +4 | +4 |
| CHA | 20 | +5 | +11 |
Thawne. Zolomon has a hawk that aids him in his journeys and conquests. He can command Thawne without expending an Action.
Hawkeye. Zolomon scores a Critical Hit on a roll of 18 or higher. Additionally, he has the effects of the Sharpshooter feat.
The Heart of Azrael. Zolomon is equipped and bound to the Ring of the Bleeding Plane of Death, also known as the "Heart of Azrael," which grants him several abilities and features.
- Necrotic Imbuement. All of Zolomon's Weapon Attacks deal Necrotic damage, which is already listed in the attacks.
- The Stolen Heart. When Zolomon kills a creature (all Death Saves Failed), their soul is trapped within the gem of the ring. Souls trapped within the ring can be returned, but only through a resurrection ritual including the spell “True Resurrection” with all the Rings of the Bleeding planes. Each ring is destroyed by this spell.
- Lifesapper. When Zolomon deals Necrotic Damage to an alive creature, he regains HP equal to the Necrotic damage dealt. This can only apply once per round. When Zolomon reduces a living creature to 0 HP, he instead regains 28 (4d8+10) HP.
- Death's Chilling Gaze. The ring grants Zolomon perfect vision in the dark. 600ft of Darkvision that cannot be impeded by Magical Darkness, as well as 20ft Truesight while in dim light or darkness or obscured.
- Unfettered Body, Mind, and Soul. Zolomon has ADV on all Saving Throws against spells and magical effects.
- Death's Shroud. Zolomon has a 10ft emanation of magical darkness at all times. This cannot be overridden by magical light. While in this emanation, he has ADV on Dexterity (Stealth and Sleight of Hand) ability checks.
- Death Mage. Zolomon has access to every Necromancy spell and every spell that deals Necrotic damage. The Spell Save DC for these is 25, and his Spell Attack modifier is +16.
- All Effects and Actions performed from the ring have a DC of 25.
Legendary Warrior. When Zolomon would fail a saving throw, he can choose instead to succeed. He may do this 6 times between Long Rests.
Legendary Hunter. 3 times per day, when Zolomon would miss an attack, he can choose instead to hit. This cannot become a critical hit.
Multiattack. Zolomon may make up to 4 Weapon Attacks. He may substitute a Special Attack for 2 of those Weapon Attacks.
Hunter's Talon. Ranged Weapon Attack: +16 to hit, 600ft range, 15 (1d10+10) Piercing and 18 (2d12+5) Necrotic. DC 25 DEX or "Grappled". Zolomon may use this feature again to turn that "Grapple" into "Restrained." When Zolomon scores a Critical Hit with this weapon, he rolls one additional, original damage dice before applying the critical hit modifier.
Hunter's Fang. Melee Weapon Attack: +16 to hit, 14 (1d8+10) Slashing and 18 (2d12+5) Necrotic. Toxic Necrosis. Zolomon may choose to inject a target with a paralytic poison after a hit. DC 25 CON or "Paralyzed." Affected creatures may repeat the save at the end of each of their turns. If Zolomon injects a second dose of the poison, the affected creature makes their saves at DISADV. When Zolomon scores a Critical Hit with this weapon, he rolls an additional damage die.
Special Attacks
Death Blossom. Area Attack: 30ft emanation from Zolomon. DC 25 CON, DEX, or STR (target's choice). 65 (8d12+13) Necrotic and their movement speed is halved for two turns, or half damage and no slow effect on a success.
Necrotic Lash. Melee Spell Attack: +13 to Hit, 20ft reach, 39 (4d12+13) Necrotic, DC 25 STR or become "Restrained" Zolomon still has both his hands free.
Shadow Step. While obscured or in dim light or darkness, Zolomon may teleport up to 90ft into an unoccupied space, and he immediately makes a Dexterity (Stealth) check to potentially hide from his opponents.
Steadied Breath. Zolomon forgoes 20ft of his Walk speed in order to give himself ADV on his remaining Attack Rolls his turn. This can stack with his other sources of ADV.
Lycan Commander. Zolomon may command up to 3 of his lycanthrope tribesmen to take any Action or Bonus Action they have on their Statblock. However, if they take an Attack Action, they may each only make one attack, regardless of whether or not they have Multiattack.
Swift. Zolomon has three Reactions per round, but can only use one per instance.
Uncanny Dodge. When Zolomon is subjected to a Saving Throw, he can use a Reaction to add his Proficiency Bonus to a Saving Throw Modifier.
Swordman's Parry. Zolomon increases his Armor Class by 9 until the end of the attacking creature's turn.
Combat Roll. When a creature hits Zolomon with a Weapon Attack, he may use a Reaction to roll up to 20ft in any direction away from the attacking creature without provoking an opportunity attack.
Champion Over Death. When Zolomon is struck by a Critical Hit, he can choose to take normal damage instead.
Mageslayer. When a creature within 20ft of Zolomon casts a spell, he can expend a reaction to instantly teleport into melee range of them, and make a Hunter's Fang attack. Creatures hit by this attack make Concentration Checks at DISADV.
Zolomon has 8 Legendary Actions he may make at the end of another creature's turn.
Volley/Flourish. Zolomon may make up to 2 Weapon Attacks.
Vanish. Zolomon may use his Shadow Step ability or his movement speed.
Death's Cool Grip (2). Zolomon may force one creature within 30ft to make a DC 25 STR or DEX Saving Throw. On a failure, they are "Restrained" until the start of their next turn.
Disarm (2). After a creature finishes their turn within melee range, Zolomon may attempt to disarm them of the weapon currently in their hand(s). Target creature must succeed a DC 25 STR or DEX Saving Throw or their weapon is hurled 40ft from them in a direction Zolomon chooses.
In Tune with Death (2). Zolomon may strike out with a Necrotic Lash or a Death Blossom.
Marked for Death (3). Zolomon can weaken one creature for one round, removing all their damage Resistances and dealing an additional 13 (3d8) Weapon Damage on his next successful Weapon Attack against them this round. Additionally, that creature cannot be healed for one round.
Feel the Cold Embrace (4). Zolomon targets one creature within 50ft of him. If they have 30 Hit Points or fewer remaining, they instantly drop to 0HP and fail 1 Death Saving Throw. The target must have at least 1 Hit Point, or they are unaffected.
Previous Versions
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Posted Sep 15, 2025I JUST WANNA SAY THE HUNTER IS A ***** ASS MF, His wife a baddie though.