Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Zuvius instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.
Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 16 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Reliable Talent. Whenever Zuvius makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.
Sneak Attack (1/Turn). Zuvius deals an extra 20 (6d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Zuvius' that isn't incapacitated and Zuvius doesn't have disadvantage on the attack roll.
Tactical Acumen. Whenever Zuvius uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of him, rather than 5 feet, so long as the attacker can see or hear him.
Multiattack. Zuvius makes either three melee attacks--one with his snake hair or constrict, and two with his rapier--or two ranged attacks with its longbow.
Bulwark Enhanced Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 5 (1d8+6) piercing damage.
Constrict. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 20). Until this grapple ends, the target has the restrained condition, and the medusa can't constrict another creature.
Snake Hair. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) poison damage.
+1 Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 7 (2d6) poison damage.
Cunning Action. On each of his turns, Zuvius can use a bonus action to take the Dash, Disengage, Help, or Hide action.
Oath of Enmity. As a bonus action, Zuvius can utter a vow of enmity against a creature he can see within 30 feet of him. He gains advantage on attack rolls against the creature, +5 to all saving throws that the creature forces him to make, and he takes -5 damage from this creature. This effect lasts for 1 minute or until the creature drops to 0 hit points or falls unconscious.
Potent Insight. When Zuvius uses the Help action to aid an ally in attacking a creature and their attack hits, he can use his reaction to add his Sneak Attack bonus to its damage roll. However, if he do so, he cannot use Sneak Attack on his next turn.
Uncanny Dodge. Zuvius halves the damage that he takes from an attack that hits him. Zuvius must be able to see the attacker.
Zuvius can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuvius regains spent legendary actions at the start of his turn.
Embolden Underling. Zuvius targets one ally he can see within 30 feet of her. If the target can see and hear Zuvius, the target can make one weapon attack as a reaction and gains the benefit of the Help Action.
Attack (Costs 2 Actions). Zuvius makes one attack with his bulwark enhanced rapier or his +1 longbow.
Tactical Mastermind (Costs 2 Actions). Zuvius gives the help action to three creatures of his choice within 30 feet of him which can see and hear him.
Shared Enmity (Costs 3 Actions). All allies within 30 feet of Zuvius can benefit from his Oath of Enmity ability.
Unending Vigilance (Costs 3 Actions). Zuvius ends one spell or harmful effect currently affecting him. Zuvius can use this action even if he is incapacitated, and must use this action if he is currently charmed.
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