Corrupted Awakening (Mythic Trait, recharges after a Short or Long Rest). If Zoh Shia is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it's hit points reset to 500, it regains all spent legendary resistances, and its use of flaming meteors. Additionally, Zoh Shia gains immunity to fire damage.
Legendary Resistance (4/day). If Zoh Shia fails a saving throw, it can choose to succeed instead, and attacks against it have advantage until the start of its next turn.
Regeneration (Corrupted Awakening required). Zoh Shia regains 20 hit points at the start of each of its turns. If Zoh Shia takes necrotic or radiant damage, this trait doesn't function until Zoh Shia's next turn. Zoh Shia dies only if it starts its turn at 0 hit points and doesn't regenerate.
Wylk Armor. The crystal formations covering Zoh Shia grant it 100 temporary hit points. Once these temporary hit points are depleted, zoh shia can use its fire breath and flaming meteors actions.
Multiattack. Zoh Shia makes three attacks; one with it's bite, and two with its wing-arms. It can replace it's bite attack with wylk burst (if available).
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage, plus 5 (1d10) fire damage if zoh shia's wylk armor is depleted.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10) slashing damage
Wing-Arm. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage plus 14 (4d6) force damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage, and the target must succeed on a DC 26 Strength saving throw or be pushed 20 feet away from Zoh Shia and knocked prone.
Wylk Burst (Recharge 4-6). Zoh Shia creates a burst of energy in a 20 foot cube. Each creature in that area must make a DC 26 Constitution saving throw, taking 28 (8d6) force damage on a failed save, or half as much on a successful save. Additionally, a large wylk crystal forms in the center of the cube.
Fire Breath (Recharge 5-6, Wylk Armor depleted). Zoh Shia exhales a ball of fire at a point within 240 feet of it that explodes in a 40 foot radius sphere centered on that point. Each creature in that area must make a DC 26 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much on a successful save.
Flaming Meteors (Recharges after a Short or Long Rest). Zoh Shia creates balls of fire that bounce out and exhume flames in a 60 foot emanation around itself. Each creature in that area must make a DC 26 Dexterity saving throw, taking 42 (12d6) fire damage plus 42 (12d6) bludgeoning damage and be knocked prone on a failed save, or half as much damage only on a successful save.
Wylk Calamity (1/day, Corrupted Awakening required). Zoh Shia creates five huge wylk crystals at points within 30 feet of itself. Each creature within 10 feet of a wylk crystal must make a DC 26 Dexterity saving throw, taking 28 (8d6) force damage on a failed save, or half as much on a successful save.
Form Wylk. Zoh Shia creates a medium wylk crystal within 30 feet of itself.
Wylk Regeneration (2/day). Zoh Shia forms wylk armor over itself, granting it 50 temporary hit points. While these hot points remain, Zoh Shia can't use its fire breath or flaming meteors.
Slicing Rebuke. When a creature within 5 feet of Zoh Shia deals damage to it or forces it to make a saving throw, Zoh Shia makes a claw attack against that creature.
Zoh Shia can take 4 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. Zoh Shia regains spent legendary actions at the start of each of its turns.
Claw Attack. Zoh Shia makes two claw attacks.
Tail Slam. Zoh Shia makes a tail attack.
Trample (Costs 2 Actions). Zoh Shia moves up to its speed without provoking opportunity attacks and can move through the space of any creature smaller than Huge. The first time Zoh Shia enters a creature's space during this movement, that creature must make a DC 26 Strength saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage plus 14 (4d6) force damage and is knocked prone. On a successful save, a creature takes half as much damage and is moved out of Zoh Shia's space. Additionally, Zoh Shia leaves 1d4 medium wylk crystals in its wake.
Wylk Explosion (Costs 3 Actions). Zoh Shia creates a burst of energy in a 60 foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 28 (8d6) force damage on a failed save, or half as much on a successful save. Additionally, three large wylk crystals form in the cone.
For 1 hour after Corrupted Awakening has been used, Zoh Shia can use the following mythic actions as legendary actions.
Spit Fire. Ranged Weapon Attack: +18 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.
Lightning Storm (Costs 2 Actions). Zoh Shia creates three bolts of lightning, each of which can strike at points Zoh Shia can see within 120 feet of it. Each creature within 5 feet of a point must make a DC 26 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Warped Regeneration (Costs 3 Actions). Zoh Shia regains 30 hit points, but it has disadvantage on attacks and saving throws until the end of its next turn.
Description
The wylk crystals Zoh Shia creates come in medium, large or huge. When a wylk crystal takes acid, cold, fire, force, hydro, lightning, necrotic, or radiant damage, it explodes. Creatures near the crystal must make a Dexterity saving throw, taking the same damage type it took on a failed save, and half that amount on a successful save. The size and damage of the explosion depends on the size of the wylk crystal, detailed below.
Medium: DC 10 Dexterity saving throw, 10 foot radius, 10 (3d6) damage.
Large: DC 15 Dexterity saving throw, 20 foot radius, 21 (6d6) damage.
Huge DC 20 Dexterity saving throw, 40 foot radius, 42 (12d6) damage.







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