| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +13 |
| DEX | 22 | +6 | +11 |
| CON | 30 | +10 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 16 | +3 | +3 |
| CHA | 14 | +2 | +2 |
Legendary Predator. Zadrak can take 3 legendary actions per round, choosing from the list below. Only one legendary action can be used at a time and only at the end of another creatures turn.
Relentless Regeneration. At the start of its turn, Zadrak regains 20 hit points if it has at least 1 hit point remaining. This trait ceases to function for 1 round if Zadrak takes radiant damage.
Savage Leap (Recharge 5-6). As a bonus action, Zadrak leaps up to 40ft to an unoccupied space and can make a Claw attack against all creatures within 10ft of where it lands.
Aura of Terror. Any creature that stars its turn within 30ft of Zadrak must succeed on a DC 18 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds is immune to the aura for 24 hours.
Senses- Darkvision 120ft, tremorsense 30ft
Multi attack. Zadrak makes three attacks, one bite and two claws
Bite. Melee Weapon Attack: +13 to hit, reach 10ft., 1 target. Hit: 24 (3d10 + 8) [piercing] damage plus 13 (3d8) [poison]
Claw. Melee Weapon Attack: +13 to hit, reach 10ft, 1 target. Hit: 19 (3d6 + 8) [slashing]
Rending Fury. (Recharge 5-6): Zadrak tears into all creatures within 15ft. Each creature must make a Dexterity saving throw (DC 18), taking 40 (8d8 + 8) slashing damage on a failed save, or half as much on a success.
Nimble Escape. Zadrak can take the disengage action as a bonus action
Savage Leap (Recharge 5-6). As a bonus action, Zadrak leaps up to 40ft to an unoccupied space and can make a Claw attack against all creatures within 10ft of where it lands.
Opportunity Attack
Furious Swipe. Zadrak makes one Claw attack.
Prowl (Costs 1 Actions). Zadrak moves up to half his speed without provoking opportunity attacks.
Furious Swipe. Zadrak makes one Claw attack.
Roar of Dominion (Costs 3 Actions). All creatures of Zadrak's choice within 60ft must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns.
Mythic Action Name. 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
Enter a general description for your monster here.
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.







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