Rune Mastery. Zakaros can innately cast symbol, teleportation circle and glyph of warding. These spells take 1 action for him(1 minute to make a permanent teleportation circle), do not require verbal or material components, are cast at the highest possible level(if applicable) and are multiple-use, lasting until dispelled. Zakaros can dispel his runic spells at any time, no action required.
Innate Druidcraft. Zakaros can innately cast the following spells, requiring no material or verbal components.
At will: Any 6th-level or lower druid spell
3/Day: Any druid spell
Wild Shape. As a bonus action, Zakaros can transform into any beast. This works the same as the druid's Wild Shape.
Beast Army. When Zakaros rolls initiative, he summons an army of animals from Wildhome to assist him. He summons:
1d12 CR 1 beasts
1d10 CR 2 beasts
1d8 CR 3 beasts
1d6 CR 4 beasts
1d4 CR 5 beasts
1 CR 6 beast
Regeneration. Zakaros heals 30 damage at the beginning of each turn as long as he has at least 1 hit point.
Immortality. If Zakaros is killed, as long as his worship is still widespread, he rematerializes in Wildhome 1d4 hours later.
Multiattack. Zakaros makes two quarterstaff attacks and casts a spell using his Innate Druidcraft or Rune Mastery trait. He can replace either quarterstaff attack with Lightning Throw.
Magical Quarterstaff. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 60 (10d10 + 5) bludgeoning damage and target must make DC 20 Charisma save or take the same amount of lightning damage and gain a level of exhaustion. On a successful save, target takes half of the lightning damage and does not gain exhaustion.
Lightning Throw. Ranged Weapon Attack: +11 to hit, range 60/120 ft., 1 target. Hit: 60 (10d10 + 5) lightning damage. Target must make DC 20 Charisma save or be subjected to Lightning Throw again.
Block. An attack that would hit Zakaros instead misses.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Zakaros has 3 mythic actions. He can only use one at a time, and only at the end of another creature's turn.
Cast a Spell. Zakaros casts a spell with his Innate Druidcraft or Rune Mastery trait.
Attack. Zakaros makes a quarterstaff attack or uses Lightning Throw.
Wild Shape. Zakaros uses Wild Shape.
Multiattack (Costs 3 Actions). Zakaros uses Multiattack.
Description
A member of the mighty Heptakiklos, Zakaros is the god of nature. He lives in the layer of Heptakiklia known as Wildhome, which is where all beast souls go upon their death.
Lair and Lair Actions
Temples to Zakaros have special powers bestowed on them. All of Wildhome also has these powers.
Lair Actions
On initiative count 20 (losing initiative ties), Zakaros takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- A dire bear appears. This bear lasts until initiative count 20 on the next round. It deals an extra 60(10d10+5) lightning damage and has an extra 60 hit points.
- Zakaros casts hallucinatory terrain at 9th level without expending a spell slot.
- Zakaros becomes invisible until initiative count 20 on the round after next.
Regional Effects
The region containing a Zakaros temple is affected by his magical presence, which creates one or more of the following effects:
- Beast spirits from Wildhome materialize occasionally within 120 feet of the temple. They defend the temple but let honest worshippers of Zakaros pass.
- Zakaros worshippers have speak with animals continually cast on them while they are within 120 feet of the temple.
- Beasts and Zakaros worshippers have a +5 bonus to all attack rolls, ability checks, saving throws and AC while within 120 feet of the temple. Additionally, every hour they gain 5 points of healing, or 5 temporary hit points if they are at full health.
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