Aura of Chilling Frost. A creature that starts its turn within 10 feet of Zekaar takes 10 (3d6) cold damage and can't use reactions until the end of Zekaar's next turn.
Legendary Resistance (3/Day). If Zekaar fails a saving throw, it can choose to succeed instead.
Magic Resistance. Zekaar has advantage on saving throws against spells and other magical effects.
Magic Attacks. Zekaar’s weapon attacks are magical.
Innate Spellcasting. Zekaar’s spellcasting ability is Charisma (spellsave DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic
1/day: earthquake, teleport, insect plague(biting worms)
Multiattack. Zekaar makes one bite attack, two crush attacks, and one stinger attack.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage. A target creature of Large size or smaller must succeed on a DC 24 Dexterity saving throw or be swallowed by Zekaar. A swallowed creature is blinded and restrained, and takes 16 (3d10) cold damage at the start of each of Zekaar’s turns. Zekaar can have any number of creatures swallowed at one time. If Zekaar takes 50 damage or more in a single turn from a creature it has swallowed, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, who land prone within 10 feet of Zekaar. If Zekaar dies, a swallowed creature is no longer restrained, and can escape the corpse by spending 30 feet of movement, exiting prone.
Tentacle Crush. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. A target creature is also grappled and restrained (escape DC 19) until Zekaar moves. Zekaar can grapple up to two large or smaller creatures at once; at least one of Zekaar’s crush attacks must be directed against each creature it has grappled.
Stinger. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) piercing damage, and the target takes 33 (6d10) cold damage and make a Constitution saving throw or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, a successful DC 21 Constitution saving throw reduces the cold damage by half and negates the extra penalty.
Zekaar 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. Zekaar regains spent legendary actions at the start of its turn.
Move. Zekaar moves up to its speed without provoking opportunity attacks.
Bite. Zekaar makes one bite attack.
Insatiable Hunger (Costs 2 Actions). Zekaar targets a creature
it can see within 120 feet of it that isn’t a construct. The creature must succeed on a DC 20 Wisdom saving throw or be compelled to forego all other actions in favor of attempting to eat the creature nearest to it when the effect occurs. A creature affected by Insatiable Hunger gains a bite attack that deals 2d6 + its Strength modifier piercing damage, and an extra 1d6 necrotic damage to creatures who fail on a DC 14 Constitution saving throw. The affected target is proficient with the bite attack. If no creature is near enough for the target to move to and attack, the affected target must move as close as it can to the nearest creature. This is a charm effect and lasts until Zekaar either uses this action again or dies. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cast a Spell (Costs 3 Actions). Zekaar casts a spell from its list of innate spells, expending a daily use as normal.







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