Mod | Save | ||
---|---|---|---|
STR | 30 | +10 | +18 |
DEX | 18 | +4 | +4 |
CON | 30 | +10 | +18 |
Mod | Save | ||
---|---|---|---|
INT | 24 | +7 | +15 |
WIS | 22 | +6 | +14 |
CHA | 28 | +9 | +9 |
Legendary Resistance (6/Day). If Zarathul fails a saving throw, he can choose to succeed instead.
Magic Resistance. Zarathul has advantage on saving throws against spells and other magical effects.
Siege Monster. Zarathul deals double damage to objects and structures.
Rebirth Cycle. Whenever Zarathul takes 50 or more damage from a single attack or spell, he can use his reaction to regain 100 hit points at the start of his next turn.
Ashen Sovereignty. At the start of Zarathul's turn, all creatures of his choice within 40 ft. must succeed on a DC 25 Wisdom saving throw or be charred by ash, taking 52 (10d10) fire damage and half as much on a successful save.
Multiattack. Zarathul makes three attacks: two with his scythe and one with his slam.
Scythe of Rebirth. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 18 (4d8) fire damage. On a critical hit, the target must succeed on a DC 25 Constitution saving throw or be disintegrated, only to reform into an undead under Zarathul's control 3 rounds later.
Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage.
Ash Breath (Recharge 5–6). Zarathul exhales a cone of burning ash in a 120-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 25 Dexterity saving throw or take 70 (20d6) fire damage and be blinded until the end of its next turn. On a successful save, a creature takes half as much damage only.
Legendary Actions (4 per round)
- Detect. Zarathul makes a Wisdom (Insight) check.
- Scythe Sweep. Zarathul swings his scythe in a wide arc, forcing all creatures within 20 ft. to make a DC 26 Dexterity saving throw, taking 40 (8d10) slashing damage and being knocked prone on a failed save.
- Infernal Rebirth (Costs 2 Actions). Zarathul ignites an area within 120 ft. with hellish flames in a 30-ft radius. Creatures of his choice in this area must succeed on a DC 26 Constitution saving throw or take 88 (16d10) fire damage, or half as much on a successful save. Any creatures reduced to 0 hit points by this ability are instantly reborn as fire elementals under Zarathul's command.
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