Large Humanoid, Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 212 (17d10 + 120)
Speed 40 ft., fly 120 ft.
STR
18 (+4)
DEX
20 (+5)
CON
22 (+6)
INT
19 (+4)
WIS
25 (+7)
CHA
22 (+6)
Saving Throws CON +11, WIS +12, CHA +11
Skills Perception +11
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 20
Languages All, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Zapgelic Weapons. The Zap Archbishop's weapon attacks are magical. When the Zap Archbishop hits with any weapon or spell that deals damage they deal an extra 8 radiant damage plus 12 lightning damage. 

Innate Spellcasting. The Zap Archbishop spellcasting ability is Wisdom (spell save DC 20). The Zap Archbishop's can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: banishment, dispel evil and good, lightning bolt

1/day each: control weather, chain lightning

Zapping Resistance. The Zap Archbishop has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Zap Archbishop makes two melee attacks.

Great-zap-sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) radiant damage plus 22 (5d8) lightning damage.

Healing Zap (3/Day). The Zap Archbishop zaps another creature from up to 30ft away. The target magically regains 28 (5d8 + 5) hit points.

Reactions

Zappy Vengeance. Once a day a Zap Archbishop can as a reaction cast one of their three lighting bolts at a creature that kills an ally it can see within 60ft. This ability recharges if the Zap Archbishop is healed for over 30 hit points by an ally in one round. 

Monster Tags: humanoid

zappyhappy321

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