Overwhelming Size. Due to extreme size and weight of the Zu, it tramples over creatures that are large in size or smaller when it enters it's space. The trampled creature must roll a DC 16 Dexterity saving throw, or take 3d100 bludgeoning damage and become incapacitated for 5 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Or take no damage and preventing the incapacitated effect on a success.
Fly. The four wings of the Zu allow it to fly rather fast and effectively for its size. When it starts to fly, it creates huge gusts of wind, adding up to updrafts which is helpful for takeoff. Any creature caught within a 100 ft. radius of the huge gusts of wind must roll a DC 19 Strength saving throw, or get thrown 50 ft. and take 1d8 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be thrown back half of the distance. Or take half damage and resist the winds on a success.
Peck. The size of the Zu's beak is roughly 12 ft. and is harder than steel. When the Zu pecks at it's target from 30 ft. away, the creature must roll a DC 16 Dexterity saving roll, or take 1d100 bludgeoning damage. Or take half damage on a success. (Hit on attack: 24)
Bite. Many giant 1 foot needles for teeth can slice through thick metal and flesh with ease. Once Zu bites at its frontal target 30 ft. away, the creature must roll a DC 20 Dexterity saving roll, or take 1d100 piercing and 2d20 bludgeoning damage and become paralyzed for a round on a failure. Or take half damage and preventing the paralyzed effect on a success. (Hit on attack: 26)
Talons. The size of its talons are larger than an entire human being, being around 7 feet long. When the Zu scratches at it's target, the creature must roll a DC 15 Dexterity saving throw, ot take 5d20 slash damage. Or take half damage on a success. (Hit on attack: 20)
Multi-attack. Zu would make 2 Peck attacks and a Bite attack all in one action. The Zu can use this once per 3 turns.
Thundering Roost. The huge lungs of the Zu are the size of a large cottage, and that's each lung, so releasing all that air would result in an echoing boom. All creatures within 500 ft. from the Zu must make a DC 25 Constitution saving throw, or take 2d12 thunder damage along with being deafened, frightened and stunned for 2 rounds on a failure. Or take half damage and preventing the effects on a success.
Feather Spacing. The Zu's large feathers of the Zu are light and flexible, while also being strong and un-do'ing. And with many strong muscles where the feathers are held, it allows them to move around a bit, to help with aerial control. When a medium sized creature or smaller hits it both with a melee weapon or unarmed, the muscles would align and angle outwards, the creatures within the range of 10 ft. of the Zu must a DC 15 strength saving roll, or the creature takes 1d4 bludgeoning damage and push the creature back up to 15 ft, or take half damage and withstand the feathers.
Legendary Resistance (3/Day). If the Zu fails a saving throw, it can choose to succeed instead.
Lightning Storm Breath.(Cost 3 actions) The Zu would show it's judgement and fury towards those who appose it, it would fluff itself up and raise its head towards the sky, while opening its massive beak. After a few seconds, a massive storm cloud appears overhead, covering the entire sky with such electrical energy. After a few moments, a few bolts of lightning would strike into it's open beak one after the other, until it closes it's mouth and looks down at its target, and roars at it, shooting a massive blue and violet lightning beam. The creatures caught in a 2500 ft. straight line by 20 ft. in width, must roll a DC 28 Dexterity saving roll, or the creatures take 3d100 lightning and 3d20 force damage and become paralyzed for 10 minutes on a failure. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Or take half damage and preventing the paralyzed effect on a success.
Hurricane Flap.(Cost 2 actions) The unimaginably large wings of the Zu are great at two things, flying and pushing away anything it dis-values. Any creature caught in the 300 ft straight line by 100 ft. width, must roll a DC 24 Strength saving roll, or get thrown 100 ft. and take 1d8 bludgeoning damage for every 10 feet it was thrown and will be prone. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be thrown back half of the distance and will also be prone. Or take half damage while resisting the winds and preventing the prone effect on a success.
Orbital Dive-bomb (Cost 4 actions and requires the Zu to be flying at the height of at least 750 ft.) With the Zu circles it's prey beneath, it prepares to finish it off. It would dive-bomb at the unfortunate creature, making a falling noise similar to a large meteor. Any creature that is within the area (25ft. by 25ft.) of which the Zu lands must roll a DC 30 Dexterity, or the creature(s) die regardless on a failure. Any creature caught within a 75 ft. radius must roll a DC 25 Strength saving roll, or take 1d100 bludgeoning damage and be incapacitated for 10 minutes on a failure. Any creature within 125 ft. must roll a DC 20 Strength saving roll, or take 5d20 bludgeoning damage and be incapacitated for 1 minute on a failure. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature within a 175 ft. radius must roll a DC 15 strength saving roll or take 1d20 bludgeoning damage and get knocked prone for a round one a failure. Or half damage and preventing the effects on a success. And no damage if the first one was a success. (The insta-kill move works on huge creatures or smaller. If it's gargantuan, it must roll a 6d100 roll for bludgeoning damage and Hit on attack is: 32)
Detect. The Zu makes a Wisdom (Perception) check.
Description
(This monster is based mostly off of the Zu from Final Fantasy XV)
"One day I was roaming the plains with a caravan group and a few friends, but suddenly, the sky went black and winds began to pick up, I looked overhead and thought the clouds were in the shape of a bird, but the bird was in the shape of the clouds. I was left in totally awe and fear..."
-Marco Zaybruth, a well-known human merchant
The mighty yet rare Zu is the sky bird of colossal size, with its main wing span of around 410 ft. while its secondary wing span is 190 ft., the height of 90 ft. when standing perked up, the length of 415 ft. from beak to tail tip, and the weight of almost 455 tons. They are not all too aggressive as long as the creature that approaches it poses no real threat, that means anything medium in size or smaller are not much of a concern, but will get aggressive if the creature either attacks it or gets too close to its eggs. They can and will eat anything it needs to, such as dragons, Bandersnatches, small whales or sharks, and large to huge beast. However, despite it's size, it's an excellent fisher and doesn't require all that much food to survive; surviving for 600 years to be exact; so the Aarakocran people worship them as a god, since they control the weather, thus causing the intellectually strong beasts to take a liking to them. With it's size and might, it can defend itself easily from beast and monsters from the large size or below. And with it's kind only having 57 in the world, they are an exceptionally rare sight to behold.
Lair and Lair Actions
The nesting site of the Zu is ideally a large, vast open area that's somewhere above the main grounds where common pest roam. Not that the Zu fear the lower creatures such as wolves, goblins, thieves, orcs, etc, but they rather not have them, or any other creature possibly mess with it's on average three eggs. The exact nesting site size isn't known, since they are rare, but the sites might be up to 1500 ft. or so in radius.
Lair Actions
On initiative count 20 (losing initiative ties), the Zu takes a nest action to cause one of the following effects; the Zu can’t use the same effect two rounds in a row:
- When the Zu uses either Fly or Hurricane Flap, it can create up to half a dozen wind elementals that will fight to defend it or its eggs.
- When the Zu uses Thundering Roost, there is a chance a storm cloud would form, roll a 1d20 die, if you roll a 12 or higher, a storm cloud appears. The storm cloud will unleash a lightning bolt at a random creature that is not the Zu, and the targeted creature must roll a DC 18 Dexterity saving roll, or take 8d20 lightning damage and become Paralyzed for 3 minutes on a failure. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Or take half damage and preventing the paralyzed effect on a strike. The cloud disappears after its lightning strike.
- Since Zu are the masters of the weather, it can summon a small 25 ft by 25 ft. tornado, and it moves at a speed of 10 ft in any direction. If the tornado enters a creature's space, they must roll a DC 20 Strength saving roll, or be flung 60 ft. in any direction, along with taking 2d8 bludgeoning damage per 15 ft and being knocked prone for a round on a failure. Or resist the tornado's affect, taking half damage and preventing the prone effect on a success. Last for 3 turns.
Regional Effects
The region containing the legendary Zu's nesting site is controlled by its might which creates one or more of the following effects:
- The area within 10 miles is mighty wind, having gust level winds of up to 35 mph. Once you enter this area, any medium sized creature or small must make a DC 11 Strength saving roll, or get knocked prone for a round on a failure, or prevent the prone effect on a success. You must roll this again every 3 turns.
- Within the area of 5 to 2 miles, the winds get much worse, up to 65 mph of intense winds. Any creature large or smaller must make a DC 16 Strength saving roll, or take 1d12 bludgeoning damage from rolling and knocked prone for a round on a failure, or take half damage and preventing the prone effect on a success. You must roll this again every 3 turns.
- The air around you makes you... feel tingly, it must be static in the area. It means your within 15 miles from the nest of the Zu, and any creature within has its hairs/fur a little spiky, and on end.
- Within 1 mile of the nest, it's the eye of the storm, meaning no winds; however, wind elementals love being in the area. And they will defend the Zu from any intruders.
- Within 20 miles of the nesting site, it constantly rains lightly and is a little foggy, giving off an eerie feeling, not of dread, but of the mysterious, powerful force.
If the Zu dies, windstorm effect fades over the course of 1d4 days. All other effects fade away over the course of 4d12 days.
Previous Versions
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10/11/2019 2:06:09 PM
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34
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0
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1
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10/11/2019 7:13:41 PM
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47
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1.5
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10/14/2019 1:05:54 PM
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62
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1.6
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10/15/2019 1:02:57 AM
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92
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1.7
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10/25/2019 2:00:39 PM
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105
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1
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1.8
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10/25/2019 5:36:52 PM
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93
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1.85
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Coming Soon
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