Zygarde (50%) (5e Creature)
Zygarde (50% form)
Large dragon, lawful good Armor Class 17 (natural armor)
Saving Throws Dex +8, Con +9, Wis +11, Cha +11 Divine Being. Zygarde can't be surprised and can't be changed into another form against its will. Power Construct. When Zygarde drops to 0 hit points, it body breaks apart into cells. Zygarde instantly reappears in its complete form, in an unoccupied space within 60 feet of where its 50% form disappeared. Its initiative count doesn't change. Aura Break. All creatures of Zygarde's choice within 60 feet of it that have the trait Fairy Aura or Dark Aura gain no benefit from those traits, and the creatures around them gain no negative effects from those traits. Legendary Resistance (2/day in This Form). If Zygarde fails a saving throw, it can choose to succeed instead. Magic Resistance. The Zygarde has advantage on saving throws against spells and other magical effects. Immortal Nature. A Zygarde doesn't require air, food, drink, or sleep. ACTIONSMultiattack. Zygarde makes two constrict attacks. Thousand Arrows. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on a point within 60 feet of Zygarde that it can see must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) piercing damage and it must succeed on a DC 19 Strength saving throw or its flying speed (if any) is reduced to 0 feet for 1 minute. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the effect ends. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature takes half as much damage but is otherwise unaffected. Thousand Waves. Zygarde releases a shock wave into the ground in front of it in a 100-foot by 5-foot line. Each creature of Zygarde's choice in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The shock wave deals 35 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped Core Enforcer (Recharge 5-6). Zygarde fires a beam of destructive energy in a 60-foot cone. Each creature in that line must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 55 (10d10) force damage and is paralyzed until the end of its next turn. On a successful save, a creature takes half as much damage and isn't paralyzed. Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and Zygarde can't constrict another target.
LEGENDARY ACTIONSThe can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn. Constrict. Zygarde makes one constrict attack. Move. Zygarde moves up to half its speed without provoking opportunity attacks. Preserver (Costs 2 Actions). Zygarde uses Thousand Arrows or Thousand Waves once. |
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