Accurate Jumps. Moveing with jumps (makes him able to pass through medium or small units). Zargas is available to climb up 2 ridge, or jump down 3 ridge in one turn. With jumps Zargas takes no damage. Zargas need to fall atleast 120 ft. to take damage by it.
Bulldoser. Zargas has advantage on attack against buildings, constructs and natural objects (like trees, stones).
The Horse Has Four Legs, But... If more than 3 players make a successful attack that does damage, or push with magical powers from one direction against Zargas it must succeed a 20 STR saveing throw or falls down one ridge.
Multiattack. Zargas makes two attacks: one with its kicking legs and one with horns. Zargas can't make both attacks against the same target.
Knocks. Melee Weapon Attack: +6 to hit, reach 10 ft., 1d4 targets. Hit: 9 (1d12 + 6) bludgeoning damage. The targets it hits needs to throw a 15 DC STR saveing throw or fall down from the level. Zargas uses the knocks to kick down people after one turn of staying, otherwise he just does damage with it on one target. If Zargas moves through a ridge where creatures are staying he chooses one to hit with the knocks. If it hits the creature must succeed a 15 DEX saveing throw or become prone.
Horns. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) bludgeoning damage. If Zargas was atleast 1 ridge from hes target and jumped to hes enemy it must succeed a 15 STR saveing throw or falls down one ridge. If Zargas was moveing atleast 2 ridge (60 ft.) this turn adds +1d10 to the damage. Zargas to use this bonus always changes hes location if he is able to. Minimum range: 20 feet distance. Who is falling needs to throw a 15 DC DEX saveing throw to stop falling or being able to fly or to survive.
Instant Horns! (1x / longrest) Zargas realises magic casting from one ridge area. Zargas instantly jumps to the caster and knocks it with Horns. If it hits the spell will not be casted and the spell slot also being used, but horns do 50% damage. The caster needs to this succeed a 15 STR saveing throw or falls down from the ridge prone. The next turn Zargas cannot move, or use the Horns as action again.
Wall Breaking. Once/combat Zargas is able to break through any gate/wall/stone or stabile object with hes epic strong headbutt. On mountains he can make landslide with this attack. To do so he need to use hes Horns against the object.
Trampling. (Once when Zargas goes below 50% of hes health) Bonus action. Zargas looks at his opponents, tramples with his hoofs, puffs up by anger, shows that he is bigger, stronger etc. Players need to throw a 14 DC WIS saveing throw or become frightened, escape DC 10 WIS.
Description
Gigantic ancient goat monster that lives on Daldana's mountain. He is able to break every wall or gate with hes horn as he did it once befor the siege of Demb. Due to this feared strike the city was taken by enemy forces. Zargas protects hes territory agressively. The second greatest monster in Daldana state. A crystal made him grow this big. Two weeks ago he was searching for water and destroyed Losrenn's water channel. Because of this the citizens become thirsty and a crysis is on the sight.
Lair and Lair Actions
Athmosphere. Zargas lives on the edge of the Daldana mountain near the water channel of Losrenn. Because of the damaged water channel now this area is dangerous of landslides. Near the mountain the wind is more powerful; for flying ones its a difficult terrain to move, they have disadvantage to hit their attacks. The mountain is full of small ridges that are circa 30 ft. from each other and deep abyss that are 300 ft. or more deeper.
Above the Clouds. Those who has no more ridge to fall take 3; 15 DC saveing throw from these skills: survival, athletics and acrobatics, if 2/3 fails, the creature must throw a death save. If the creature lands and survives it becomes unconscious on 0 hitpoints.
The users of feather fall, fly spells take no damage by falling and they automatically skip the saveing throws with their actual HP.
Landslides. If a heavy fight starts in the area its possible to become a victim by a landslide (Zargas could fall down too). To produce a landslide the stone wall needs to suffer 40 damage by different sources 20 bludgeoning, 20 slashing or force damage (which you can use instead of the former attack types). The landslide deals 2d20 bludgeoning damage that increases with +10 after every ridge deeper. To avoid the damage large creatures must succeed a 27+ DEX save, others 22+. Those who being hit automatically slide down with 1 ridge (they take no falling damage this way). After the slide they need to succeed a 15 DC DEX save, or become prone. If Zargas being hit by a landslide he loses DEX saves anyway.
Previous Versions
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