| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +16 |
| DEX | 16 | +3 | +20 |
| CON | 28 | +9 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 22 | +6 | +23 |
| CHA | 24 | +7 | +14 |
Aura of Dominion (30 ft.)
Allies within 30 feet of Zeff gain advantage on saving throws against being frightened or charmed.
When an ally within this aura hits with a weapon attack, it deals an additional 7 radiant damage.
If Zeff is reduced below half hit points, this aura flares — allies also gain 7 temporary hit points at the start of each of their turns for 1 minute.
Orichalcum Armor
Zeff has advantage on saving throws against spells and resistance to force damage.
When a creature hits Zeff with a spell attack, roll a d6. On a 5–6, the caster takes 4d10 radiant damage as the spell reflects.
Commanding Presence
As a bonus action, Zeff issues one of three divine orders to up to five creatures who can hear him:
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Advance: Move up to half their speed.
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Hold: Gain +2 AC until the start of Zeff’s next turn.
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Strike: Make one weapon attack as a reaction.
Innate Spellcasting (Celestial Might)
Zeff’s spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no components:
At will: Guiding Bolt (5th level), Compelled Duel, Command, Bless
3/day each: Flame Strike, Guardian of Faith, Wall of Light
1/day each: Holy Aura, Mass Cure Wounds, Dawn
Starborn Might
When Zeff is hit by a melee attack, radiant starlight erupts from his armor. The attacker must succeed on a DC 22 Constitution saving throw or be blinded until the end of its next turn.
Magic Weapons
Zeff’s weapon attacks are magical.
Multiattack.
Zeff makes three Solar Mace attacks, or two and uses Celestial Command.
Solar Mace. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 18 (2d8 + 9) bludgeoning plus 14 (4d6) radiant damage.
On a critical hit (19–20), radiant shockwaves deal 20 (6d6) radiant damage to all enemies within 10 feet (DC 22 Dex save half).
Celestial Command (1/Long Rest).
Zeff raises his mace toward the heavens, summoning a constellation of conquest. Choose one effect:
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Fallen Star: A 20-ft-radius point within 120 ft. erupts in divine light. Enemies take 45 (10d8) radiant damage (DC 22 Dex save half); allies gain 10 temporary HP.
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Stellar Rally: Allies within 60 ft. regain 30 hit points and may immediately make one weapon attack as a reaction.
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Chains of Heaven: Spectral chains descend upon up to three creatures within 60 ft. Each must succeed on a DC 22 Strength save or be restrained for 1 minute.
Solar Flare (1/Long Rest).
Zeff slams his mace into the ground, releasing a blinding wave of celestial fire in a 40-ft. radius.
Each hostile creature makes a DC 22 Constitution save, taking 66 (12d10) radiant damage and being blinded for 1 minute on a failure (half on success).
Allies instead regain 20 hit points and are freed from charm, fear, and paralysis.
Commanding Presence.
Zeff uses his Commanding Presence trait as a bonus action to issue orders to his allies.
Radiant Counter.
When a creature within 10 ft. hits Zeff with a melee attack, Zeff may expend his reaction to channel stellar energy through his armor. The attacker takes 18 (4d8) radiant damage.
Zeff can take 3 legendary actions, only one option per turn, regaining spent uses at the start of his turn.
Radiant Strike (Costs 1). Make one Solar Mace attack.
Stellar Guidance (Costs 1). One ally within 30 ft. gains +5 to its next attack roll before the end of its turn.
Falling Star (Costs 2). Target one enemy within 60 ft. (DC 22 Dex save). On a failure, the target takes 22 (4d10) radiant damage and is knocked prone.
Celestial Rally (Costs 3). All allies within 30 ft. gain advantage on their next saving throw and can immediately move up to 15 ft. without provoking opportunity attacks.
Mythic Trait The Conqueror Unbroken.
When Zeff would be reduced to 0 hit points, his body erupts into pure starlight.
For 3 rounds:
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He becomes Huge and gains a fly speed of 80 ft.
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All damage he deals is doubled.
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His Solar Mace deals 8d10 radiant instead of 6d6.
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He immediately regains 150 hit points.
When this transformation ends, Zeff falls to 1 HP and is exhausted but unbroken.
Description
Zeff, the Aspect of the Conqueror, embodies the unbreakable will of Noxus a demigod forged from mortal defiance and celestial judgment. His armor is wrought from orichalcum mined from fallen stars, and his mace burns with the weight of conquest itself.
Where Zeff stands, soldiers find courage and reality itself hardens against despair. His light commands order; his silence carries divine authority.
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.
Previous Versions
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11/8/2025 3:17:48 PM
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