Large Aberration, Neutral Evil
AC 18 Natural Armor    Initiative +2 (12)
HP 225 (18d10 + 126)
Speed 40 ft., climb 30 ft.
Mod Save
STR 22 +6 +6
DEX 14 +2 +6
CON 24 +7 +11
Mod Save
INT 6 -2 -2
WIS 18 +4 +8
CHA 8 -1 -1
Skills Perception +9, Stealth +11, Survival +9
Resistances Cold, Fire, Necrotic
Immunities Blinded, Charmed, Frightened
Senses Blindsight 120 ft., Tremorsense 60 ft., Passive Perception 19
Languages Deep Speech Understands Deep Speech but cannot speak
CR 12 (XP 8,400; PB +4)
Traits

Alien Physiology. Zar-nok has no eyes and cannot be blinded. It automatically succeeds on saving throws against visual illusions and gaze-based effects.


Split Maw. Zar-nok’s bifurcated lower jaw allows it to grapple and bite two creatures at once. It can maintain two separate grapples simultaneously.


Photosynthetic Core (Recharge 5–6). While in bright light, Zar-nok can use a bonus action to regain 20 hit points.


Silent Hunter. Zar-nok makes no noise while moving and has an advantage on Dexterity (Stealth) checks to remain unheard.

Shadow Stealth. While in dim light or darkness, the horror can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the horror has advantage on attack rolls and on Wisdom (Perception).

Actions

 

Multiattack. Zar-nok makes three attacks: one with its Piercing Talon and two with its Bifurcated Bite.

Bifurcated Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one or two targets. Hit: 21 (3d10 + 6) piercing damage. If both attacks hit the same target, it must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17) and restrained.

Piercing Talon. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) slashing damage. The target must succeed on a DC 15 Constitution saving throw or begin bleeding, taking 1d10 damage at the start of each turn until healed or a DC 15 Medicine check ends the bleeding.

Seismic Howl (Recharge 6). Zar-nok releases a low-frequency screech. Each creature within 60 ft. must make a DC 17 Constitution saving throw or take 27 (6d8) thunder damage, be stunned until the end of its next turn, and be knocked prone. Half damage and no other effect on a successful save.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target’s next turn.

Bonus Actions

Photosynthetic Core (Recharge 5–6). While in bright light, Zar-nok uses a bonus action to regain 20 hit points.

Legendary Actions

Zar-nok can take 2 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. Zar-nok regains spent legendary actions at the start of its turn.

  • Detect. Zar-nok makes a Wisdom (Perception) check.

  • Swipe. Zar-nok makes one Piercing Talon attack.

  • Relocate (Costs 2 Actions). Zar-nok moves up to 20 feet without provoking opportunity attacks.

Description

Zar-nok is a bio-adaptive predator from an alien world. It absorbs light through its dorsal fins and detects prey through ground vibrations and heat. It is eyeless, silent, and terrifyingly effective at ambushing prey.

Monster Tags: plantaberrationambusher

Habitat: DesertMountainPlanar (Abyss)Underdark

Vannieryuu

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