Medium Fiend, Neutral Evil
Armor Class 18 Natural Armor
Hit Points 253 (22d10 + 132)
Speed 30 ft.
STR
19 (+4)
DEX
20 (+5)
CON
19 (+4)
INT
14 (+2)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws DEX +12, WIS +11
Skills Acrobatics +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Necrotic, Poison
Senses Passive Perception 17
Languages Understands common, but does not speak.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Zortha's innate spellcasting ability is Wisdom (spell save DC 21). She can innately cast the following spells, requiring no material components:

  • At Will: Moonbeam, Wind Wall
  • 3/Day Each: Telekinesis, Wall of Thorns, Thunderbolt
  • 1/Day Each: Maze, Spirit Guardians

Invisibility. Zortha is always invisible until she begins combat.

Legendary Resistance (3/Day). If Zortha fails a saving throw, she can choose to succeed instead.

Magic Resistance. Zortha has advantage on saving throws against spells and other magical effects.

Magic Weapons. Zortha's weapon attacks are magical.

Superiority Dice. Zortha has six superiority dice, which are d12s. A superiority die is expended when a Maneuver is used. Zortha regains all expended superiority dice when she finishes a short or long rest. Her Maneuver save DC is 22.

Sweeping Attack. When Zortha hits a creature with a melee weapon attack, she can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5ft of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number she rolled on the superiority die. The damage is the same type as the original attack.

Trip Attack. When Zortha hits a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a DC 22 Strength saving throw. On a failed save, she knocks the target prone.

Actions

MultiattackZortha makes 3 attacks, 2 with her Necrotic Sword and 1 with her Thunder Whip.

Life Ripper. Melee Weapon Attack: +11, reach 5ft. One Target. Hit: 9 (1d8 + 5) slashing damage, plus 11 (2d10) necrotic damage. If it is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it took.

Thunder Caller. Melee Weapon Attack: +9, reach 15ft. One Target. Hit: 10 (2d4 + 5) slashing damage, plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw, or be moved 15ft in a direction of Zortha's choice.

Reactions

Parry. When another creature damages Zortha with a melee attack, she can use her reaction and expend one superiority die to reduce the damage by the number rolled on her superiority die.

Riposte. When a creature misses Zortha with a melee attack, she can use her reaction and expend one superiority die to make a melee weapon attack against the creature. If she hits, she adds the superiority die to the attack's damage roll.

Legendary Actions

Zortha can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time. Only one legendary option can be used at a time and only at the end of another creatures turn, Zortha regains spent legendary actions at the start of its turn.

  • Attack. Zortha makes one attack with her Necrotic Sword.
  • Regain Superiority Dice. Zortha regains one spent superiority die.
  • Dreadful Presence (Costs 2 Actions). Zortha forces every creature within 100ft of her to make a Wisdom saving throw. On a failed save a creature is frightened of her. Creatures can retake this save on the end of their turn.

 

Description

Zortha, Mother of Monsters is the head of the elder gods, a massive creature of unknown power. But this isn't truly Zortha, she is an ancient hero known as Elaine Umbri who was a paladin of the Moon Lord. She tracked down Zortha when the Star Spawn first came to Eramus, and slew the Elder God. Instead of taking the divine essence that Zortha left behind, Elaine stood guard in Zortha's lair to keep anyone from being corrupted by the power of the essence. Ironically Elaine was eventually corrupted herself, she made herself she could serve the Moon Lord even further with the power the essence would provide. She infused the essence into her weapons, and when she attuned to them her body was twisted into a strange form that molded her with the Shadowfell, and although her physical form was corrupted, her mind was even further destroyed. She became insane and brought herself to believe that she was a reincarnation of Zortha, meant to bring the world in shadow.

Lair and Lair Actions

Zortha's lair is a ruined church in the Shadowfell. The outside of the building is lined with ripped tapestries and destroyed statues which were intended to be holy relics of the Moon Lord, but have been tainted by necrotic magic. Crumbled stone pillars line the perimeter of the church with just enough remaining to keep the building stable. On the inside of the church a strange black tar-like substance coats the entire building. on the ceiling there is a large orb which circled by 4 angled rings. Some pews still line the church but the only thing of interest in the building is a single candle on the other side of the building, which is blown out by an invisible Zortha after a few moments of somebody entering the church.

Lair Actions. On initiative count 20 (losing initiative ties), Zortha can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:

  • Zortha makes the black goo become extremely sticky, halving the speed of all creatures in it except herself.
  • Zortha turns the black goo into an extremely reflective substance, giving disadvantage on all stealth checks.

Previous Versions

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7/8/2020 9:26:41 AM
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Monster Tags: fiend

Tearless_Duck

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