Avoidance. If Zazu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. Zazu projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while Zazu is incapacitated or has a speed of 0.
Pounce. If Zazu moves at least 20 feet straight toward a creature and then hits it with a Tentace attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Zazu can make one bite attack against it as a bonus action.
Keen Smell. Zazu has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. Zazu makes four attacks two with its tentacles and 2 bite attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Teleport. Zazu magically teleports, carrying, up to 120 feet to an unoccupied space it can see.







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