Medium Fiend, Chaotic Neutral
Armor Class 16 Natural Armor
Hit Points 68 (8d8 + 30)
Speed 45 ft.
STR
18 (+4)
DEX
20 (+5)
CON
12 (+1)
INT
20 (+5)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +8, INT +8
Damage Vulnerabilities Bludgeoning, Radiant
Damage Resistances Necrotic
Damage Immunities Psychic
Condition Immunities Charmed
Senses Darkvision, Truesight, Passive Perception 18
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Master of Illusions.  The Zarokor can create any illusion at will. Only creatures with Truesight can see through the illusions,  and they cannot be detected through any other means including; Detect Magic, Divine Sense, and the use of any of the senses.  

Shadowy Presence.  The Zarokor can dodge attacks more easily when its is in dim or dark areas, so it cannot be hit by reactions under these conditions.

Actions

Multiattack. The Zarokor makes two claw attacks.

Light-Stealing Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., One target. Hit: 12 (2d6 +5 ) [Slashing] damage. If this attack hits a target, the light becomes dim in a 30 ft. radius around the target. This effect fades on the creatures next turn.

Necoric Orb. RangedWeapon Attack: +7 to hit, range 80/120 ft., One target. Hit: 15 (3d6 + 5) [Necrotic] damage.

Description

The Zarokor is said to be a black furred, werewolf-like creature, with strange magical powers. Some who have claimed to have slain one say that it is a more slender beast, and is not actually any form of Lycanthropy. Zarokor are wary creatures, and have no trust for any humanoid races. There has been the occasion where one has been either forced or convinced to attack certain people, always resulting in the intended result. They try to avoid people, but can become very aggressive when their territory is invaded. Packs are rare but not unheard of.

Monster Tags: fiend

Habitat: ForestGrasslandMountainUnderdarkUrban

Talonflame005

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