Enchantment immunity. The dzalmus is immune to all enchantment school spells.
Camouflage. The dzalmus has advantage on Dexterity (Stealth) checks made to hide in grasslands terrain.
Magic Resistance. The dzalmus has advantage on saving throws against spells and other magical effects.
Multiple heads. The dzalmus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Innate Spellcasting. The young dzalmus’s innate spellcasting ability is Wisdom. The young dzalmus can innately cast the following spells , requiring no material components:
At will: pace without trace, fog cloud
Multi attack. The dzalmus makes one bite, two wings and two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 11 (2d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 3) slashing damage.
Wing. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (2d4 + 3) bludgeoning damage.
Vampiric breath (Recharges on 5/6). The young dzalmus exhales vampiric life draining gas in a 40ft cone and each creature within the radius must make a dc 13 Constitution saving throw or take 1d8 constitution damage and if the constitution damage reduces the target to 0 it dies. The dzalmus regains hit points equal to the amount the target looses.
Previous Versions
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Coming Soon
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