Colossus Slayer. When Zulu hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. He can deal this extra damage only once per turn.
Escape the Horde. Opportunity attacks against Zulu are made with disadvantage.
Evasion. When Zulu is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead take no damage if he succeeds on a saving throw, and only half damage if he fails.
Pendant of Turn Immunity. Zulu is immune to effects that turn undead.
Archery + Bracers of Archery. Zulu has a +2 bonus to attack rolls it makes with ranged weapons, and a further +2 bonus to damage with longbows and shortbows.
Sharpshooter. Attacking at long range doesn't impose disadvantage on Zulu's ranged weapon attack rolls. Furthermore, Zulu's ranged weapon attacks ignore half and three-quarters cover. Lastly, if Zulu makes an attack with a ranged weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If that attack hits, Zulu adds +10 to the attack's damage.
Restless Hunter. Zulu knows the distance to and direction of any creature against which he seeks revenge, even if the creature and Zulu are on different planes of existence. If the creature being tracked by Zulu dies, he knows. Furthermore, Zulu adds his Wisdom modifier (+4) to initiative rolls.
Multiattack. Zulu makes two melee or ranged attacks.
Dagger of Venom (+1). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 11 (2d10) poison damage on a failed save and becoming poisoned, or half as much damage on a successful one. If the target is a creature against which Zulu has sworn vengeance, the target takes an extra 14 (4d6) piercing damage.
Longbow +3. Ranged Weapon Attack: +14 to hit, range 150/600 ft., one target. Hit: 15 (1d8 + 10) piercing damage. If the target is a creature against which Zulu has sworn vengeance, the target takes an extra 14 (4d6) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature against which Zulu has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Zulu can grapple the target (escape DC 16) provided the target is Large or smaller.
Weighing Sins. Zulu targets one creature that he can see within 30 feet of him and against which he has sworn vengeance. The target must make a DC 17 Wisdom saving throw. On a failure, the target takes 21 (6d6) psychic damage and is paralyzed until the end of Zulu’s next turn.
Swear Vengeance. As a bonus action, Zulu may choose a creature within 30 feet of him and swear vengeance against it. The chosen creature counts as a valid target for all of Zulu's abilities for the next hour or until either the target or the revenant dies.
Quickscope. As a bonus action, Zulu may make an additional ranged weapon attack against a creature within 5 ft. of it without disadvantage, provided he passes a DC 15 Dexterity check. If he fails, the target creature may immediately use its reaction to make an opportunity attack against Zulu in retaliation.
Ring of Evasion (3/day). When Zulu fails a Dexterity saving throw, he can take a Reaction to expend 1 use to succeed on that save instead.
Uncanny Dodge. When an attacker that Zulu can see hits him with an attack, Zulu can use his reaction to halve the attack’s damage against him.
Description
Zulu Zorgrad was formerly an Aasimar ranger of the fey woods surrounding Zaduposzyce Dolne. While aiding a particular group of adventurers, however, he disappeared for an extended period of time and later came back "wrong". Initially just acting suspicious, he revealed his true colours (or, shall we say, new allegiances) during a boss battle with Ermund: a duergar servant of the Dark Lord of Barovia, who fostered the development of the Rotting around Zaduposzyce Dolne.
Slain by the adventurers, Zulu—or what was left of him—was chucked into Barovia in the aftermath of the fight in Ermund's underground laboratory. He has since risen as a vengeful, undead creature, hellbent on getting his revenge against the party that left him to die and allowed for his corruption.
Most recenty, Zulu has managed to rob a merchant caravan full of freshly-transported magic items that only just now arrived in Barovia through its dense mists. With newfound magical equipment, a platoon of undead soldiers, and enough resolve to snap his broken body back into place, Zulu is now more ready to face his rivals than ever.
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