| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 18 | +4 | +7 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +6 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Evasion. If Za'ji is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Za'ji instead takes no damage if it succeeds on the save and only half damage if it fails. He can’t use this trait if he has the Incapacitated condition.
Multiattack. Za'ji makes two attacks, using his scimitar or pistol in any combination.
Scimitar. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of Za'ji's next turn.
Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 9 (1d10 + 4) Piercing damage.
Disarm. Upon taking damage from a melee weapon attack, Za'ji can attempt to disarm a creature of their weapon using his Scimitar. He imposes a DC 15 DEX or STR Save, or the creature drops it's weapon. This has no effect on a creature with natural weapons.







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