Medium Humanoid (Half-Elf), Chaotic Evil
Armor Class 20 (studded leather)
Hit Points 220 (20d8 + 140)
Speed 30 ft., Climb 30 ft.
STR
18 (+4)
DEX
26 (+8)
CON
24 (+7)
INT
24 (+7)
WIS
22 (+6)
CHA
14 (+2)
Saving Throws DEX +14, CON +13, INT +13
Skills Perception +12, Sleight of Hand +14, Stealth +14
Damage Vulnerabilities Psychic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Poisoned, Stunned
Senses Darkvision 60, Passive Perception 22
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Multi perspective. Zanmore simultaneously shares all of his senses with any of the clones he creates. 

Cracked mind. Zanmore Disadvantage on intelligence checks and saving throws. 

Legendary swap (3/Day). If Zanmore fails a saving throw, he can choose to succeed instead. To do so, he must have at least one clone, and the effects of failing the saving throw targets one of his clones. clones do not share in this ability.

 

Actions

Multi-attack. Zanmore Makes three attacks, Two with this poisoned daggers and one with Poisoned gas. 

Poisoned dagger. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 10 (1d4+8) piercing damage plus 16 (4d8) Poison damage. Additionally, they must make a DC 19 Constitution saving throw or be blinded, they repeat the same at the end of their next turn. If a creature’s saving throw is successful, the creature is immune to Being blinded in this way for the next 24 hours. 

Poisoned gas. DC 16 Constitution Saving throw, Cone 10 ft Area of effect, (5d12) Poison damage, Half damage on Success.

Bonus Actions

Swap. As a bonus action, zanmore Is able to swap places with one of his clones within 120ft of him. A creature is able to make a DC 20 Arcana check to discover which is the real zanmore. 

Clone (Recharges Long Rest). Zanmore Is able to summon three clones. These clones have all the same ability as Zanmore, unless otherwise stated. The clone last intel Zanmore Finishes a long rest.  Zanmore Chooses how many hit points each clone starts off with. Having 220 hit points to divide amongst the clones he creates (Minimum 22). Each clone has their own actions, bonus actions and reactions. clones do not share in this ability.

Reactions

Instant swap (1/day).  Zanmore Instantly swaps with one of his clones That is within 120 ft of him,  if an attack would have reduced him to 0 hit points. 

Description

Overview. Zanmore is a half-elf and cultist of annihilation. He is insane and Incredibly intelligent but very sadistic. 

Tactics. Zanmore uses hit and run tactics predominantly. He will almost always have a clone in reserve preferably in a hidden spot so you can swap to in a pitch. 

As a side note, Zanmore Is able to have an unlimited number of clones at any given time, as long as he does not go over his HP limit.

Previous Versions

Name Date Modified Views Adds Version Actions
8/20/2024 6:05:32 PM
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4/11/2025 8:50:08 PM
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