Constant Regeneration the monster is constantly healing 1hp every turn the monster gains 1hp (5hp with rage)
Conscience Hands because the hands of the creature have their own conscience, they can be convinced to betray the Zorgon but be careful because you might end up making an even more dangerous creature
(if both of the hands touch for a certain period of time the Zorgon morphs into a raging monster that attacks anything it sees)
Amphibious. The Zorgon can breathe air and water
Innate Healing: The Zorgon uses its innate healing nature to regain 4d8 + 15 hit points. the target regains an additional 1 hit point at the start of each of its turns (10 hit points each minute).
Light Slap: Melee Weapon Attack: + 18 to hit, reach 5ft, one target Upon hit 2d8 bludgeoning damage if this attack hits someone twice stun is applied to their character
Sucker Energy Drain: the target must roll a dexterity saving throw of 15 to avoid the attack if grabbed by a sucker they have their energy drained applying an exhaustion level roll a d4 to determine the level of exhaustion if the target is hit again by the attack, they have level 6 exhaustion roll a dexterity saving throw of 14 to avoid this
1,2 E Slap: The target is hit with a slap that seemingly does no damage, but the target is marked with the letter E if the target is hit again after they have been marked, they instantly die, upon the first slap the target must roll a dexterity saving throw to determine if they are hit they must roll a 26 or higher on the first slap, upon the second slap they must roll a 16 or higher to avoid instant death
Extend Sucker: the creature can extend its tentacle up to 120ft the target must make a Dexterity saving throw and roll a 19 and if the target succeeds, they take no damage but if the target fails, they take 5d10 necrotic damage and the monster heals half the damage that is dealt
Slippery reflect attacks such as Poison, Acid, Water will reflect back at them as a result of his slippery body and immunity to such attack
Ignorance Is Bliss any mind reading or mental attacks will result in the user taking damage from the sheer amount of stupidity going on in this monster's head Roll D20 to determine damage the monster is immune to any mental attacks due to this ability
Limb Regrowth Escape if this monster is trapped or restrained in anyway its speed can't be reduced to zero the monster will cut its limbs off and regrow them to escape whatever is holding them
Each Legendary Actions of this monster can only be used once
E Slap the Zorgon slaps the targets ass instantly killing the target the monster can only use this attack if the target is turned around this attack does 0 damage if it does not hit the ass if the target is turned around and are able to be attacked, they must roll a 26 in dexterity to dodge this alternatively a nearby ally can block this attack by rolling a 15 in dexterity
True Zorgon Healing Factor the monster instantly heals all of its hp and cures all conditions placed on the monster and gains an additional +2 healing each turn
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
a creature that resembles a humanoid squid or octopus they have tentacle hands, these tentacles have 2 forms a slap mode and suck mode during the slap mode they can deal devastating damaging killing anyone who is hit twice instantly they have the ability to turn their hands into "suckers" that takes the energy of people they also have the ability to extend the range of their suckers the suckers have their own conscience their skin is mostly wet or slimy they have the ability to regenerate and are extremely hard to kill they are also extremely fast in water, Zorgons are usually stupid and lack any reason for what they do but despite being stupid they are extremely strong and for some reason their species usually has extremely advanced technology, Instead of getting bigger when they age they actually get smaller which makes the size of Zorgons very inconsistent
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.
Previous Versions
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11/10/2024 9:22:00 PM
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1
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6/15/2025 8:13:46 PM
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12
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1
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1.5
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Coming Soon
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