Small Humanoid (Goblin), Chaotic Evil
AC 16    Initiative +4 (14)
HP 102 (12d6 + 60)
Speed 30 ft., climb 20 ft.
Mod Save
STR 8 -1 -1
DEX 18 +4 +15
CON 20 +5 +17
Mod Save
INT 12 +1 +1
WIS 12 +1 +1
CHA 16 +3 +13
Skills Arcana +5, Stealth +8
Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Frightened
Gear Crackling Focus Rod, Stormwoven Armor
Senses Passive Perception 15
Languages Common, Goblin
CR 7 (XP 2,900; PB +3)
Traits

Nimble Escape. Zeek can take the Disengage, Dash, or Hide action as a bonus action on each of his turns.

Avatar of the Storm. Difficult terrain caused by wind, rain, rubble, or magical effects doesn’t cost Zeek extra movement.

Storm Conduit. Whenever Zeek deals lightning or thunder damage, he gains 5 temporary hit points (stacking up to 20).

Volatile Backlash. When Zeek is hit by a melee attack, the attacker takes 5 (1d10) lightning damage.

Zeek is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).

At will: shocking grasp, thunderclap
3/day each: thunderwave, witch bolt, gust of wind
2/day each: shatter, misty step
1/day each: lightning bolt, call lightning

Actions

Multiattack. Zeek makes two Storm Lash attacks or casts a spell and makes one Storm Lash attack.

Storm Lash. Melee Spell Attack: +7 to hit, reach 10 ft., one creature.
Hit: 13 (2d8 + 4) lightning damage, and the target can’t take reactions until the start of its next turn.

Forked Bolt (Recharge 5–6).
Zeek hurls a crackling arc of lightning at up to two creatures he can see within 60 feet. Each target must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a success.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Crackling Rebuke.
When a creature Zeek can see hits him with an attack, that creature takes 10 (3d6) lightning damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Zeek can take 2 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.

Static Step. Zeek moves up to 15 feet without provoking opportunity attacks.

Spark Snap. Zeek casts shocking grasp.

Thunder Pulse (Costs 2 Actions). Each creature within 10 feet of Zeek must succeed on a DC 15 Constitution saving throw or take 9 (2d8) thunder damage and be pushed 10 feet away.

Mythic Actions

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.

rimmie_niox

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