Gargantuan Celestial, Lawful Neutral
Armor Class 24 Natural Armour
Hit Points 316 (18d20 + 126)
Speed 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
24 (+7)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws STR +14, CON +13, WIS +11
Skills Arcana +14, Insight +12, Perception +12, Religion +14
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 10 ft., Passive Perception 23
Languages Common, Draconic, Dwarvish, Giant
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (1/Day). If Zipzaap fails a saving throw, he can choose to succeed instead.

Magic Resistance. Zipzaap has advantage on saving throws against spells and other magical effects.

Heated Body. A creature that touches Zipzaap or hits him with a melee attack while within 10 feet of him takes 27 (5d10) fire damage.

Heated Weapon. When Zipzaap hits with Hammer, it deals an extra 17 (5d6) fire damage (included in the attack).

Illumination. Zipzaap sheds bright light in a 60-­foot radius and dim light for an additional 60 feet.

Special Equipment. Zipzaap can carry his 10 by 10 by 10 foot anvil, which has a handle attached to it, and always takes it with him. This anvil exudes a strong aura of conjuration magic and can, when used to create an item, produce all mundane ingredients required, i.e. lumps of steel or copper, raw wool or strings of hemp. He also wields "Hammer", his favourite tool forged from the heart of a meteorite.

Fires of creation. The fires that power zipzaaps power can be used to create a temporary refuge to allow allies the opportunity to regain there strength over a short period of time. Allies gain the benefit of a short rest after spening 10 minutes within 10 feet of the refuge. Allies can only benefit from this once per long rest.

Actions

Multiattack. Zipzaap makes two attacks with his Hammer.

Hammer. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, plus 17 (5d6) fire damage.

Bellow's Breath (Recharge 5–6). Zipzaap exhales fire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 45 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Create Azer. Zipzaap uses his Hammer and his portable anvil to create an Azer in an unoccupied space within 10 feet.

Searing Charge. Zipzaap moves up to 20 feet in one direction. Creatures in Zipzaaps's path must succeed on a DC 22 Dexterity saving throw. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. 

On a successful save, the creature can choose to be pushed 5 feet back or to the side. Otherwise a creature takes 27 (5d10) bludgeoning and 27 (5d10) fire damage and gets knocked prone.

Legendary Actions

Zipzaap can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. Zipzaap regains spent legendary actions at the start of his turn.

Smash (Costs 1 Actions). Zipzaap makes an attack with his hammer.

Bellow's Breath (Costs 2 Actions). Zipzaap uses his Bellow's Breath, if available.

Searing Charge (Costs 3 Actions). Zipzaap uses his searing charge.

Call of the Forge God (Once per day, costs 2 Actions). Zipzaap blows a horn and summons forth a burning elemental. The elemental takes the form of a 20 foot high, 20 foot wide fiery ram, can pass through creatures and solid objects and appears in a space 60 feet away from Zipzaap. The ram comes charging towards Ornn, forcing every creature in its path to make a DC 22 constitution saving throw or 27 (5d10) fire damage and having their movement speed reduced by 10 feet. Creatures with resistance to fire damage get advantage on the saveing throw, while creatures with immunity to fire damage automatically succeed. The elemental stops at Zipzaap's position and disappears at the beginning of his next turn.

Battering Ram. If Zipzaap used Call of the Forge God during this round, he uses his reaction to hit the burning elemental with his horns, redirecting its charge. The elemental charges on in a 60 feet long, 20 feet wide line in a direction of Zipzaap's choosing. Any creature in the elemental's path must succeed on a DC 22 constitution saving throw or take 27 (5d10) fire damage and get stunned until the end of their next turn. Creatures that failed the saving throw for Call of the Forge God have disadvantage on this saving throw.

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