Fire Aura. At the start of each of the Zatcher's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Zatcher or hits
Magic Resistance. The Zatcher has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the Zatcher fails a saving throw, it can choose to succeed instead.
Regeneration. The Zatcher regains 10 hit points at the start of its turn if it has at least 1 hit point.
Heated Body. A creature that touches the Zatcher or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
To Stuborrn To Die. The Zatcher can make two more actions after it is passed hp 0
Multiattack. The Zatcher makes four melee attacks: with its claws. , it can use Hurl Flame twice.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Frightful Presence. Each creature of the Zatcher's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Zatcher's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The Zatcher exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
Howl (Recharge 5–6). The Zatcher emits a bloodcurdling howl. Each creature within 30 feet of the Zatcher that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Orcus's Curse (Costs 3 Actions). The Zatcher targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Energy Drain (Costs 2 Actions). Each creature within 30 feet of the Zatcher must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.
Description
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