Amethyst Nightmare Dimension, Zarkhator (5e Creature)
Amethyst Nightmare Dimension, Zarkhator[edit]
Large fiend (shapechanger), chaotic evil Armor Class 23 (natural armor)
Saving Throws Str +19, Dex +16, Con +17, Int +16 Shapechanger. The zarkhator can transform into another creature. It has mimicry powers and can copy other creatures' powers. Regeneration. The zarkhator regains 50 hit points at the start of its turn. If the zarkhator takes silver and radiant damage, this trait doesn't function at the start of the zarkhator's next turn. The zarkhator dies only if it starts its turn with 0 hit points and doesn't regenerate. Legendary Resistance (3/Day). If the zarkhator fails a saving throw, it can choose to succeed instead. Limited Magic Immunity. The zarkhator can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Magic Weapons. The zarkhator's weapon attacks are magical. Charge. If the zarkhator moves at least 10 feet straight toward a target and then hits it with a horns attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be pushed up to 10 feet away and knocked prone. Spellcasting. The zarkhator casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks): ACTIONSMultiattack. The zarkhator makes three attacks: two with either its claws or its slam and one with its horns or its tail. Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Horns. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) piercing damage. Curse of Crystal Petrified Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) piercing damage. The zarkhator's tail stabs curse, A creature restrained by this spell must make a DC 24 Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails it is saved three times, it is turned to crystallized petrified wood and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
LEGENDARY ACTIONSThe zarkhator can take 3 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 zarkhator regains spent legendary actions at the start of its turn. Detect. The zarkhator makes a Wisdom (perception) check. Move. The zarkhator moves up to half his speed. Attack. The zarkhator makes one weapon attack. Portal (Costs 2 Actions). The zarkhator magically portals, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. |
The Amethyst Nightmare Dimension, Zarkhator has four arms, eight ruby eyes, amethyst horns, diamond claws, and diamond fangs, and its upper back and shoulders have amethysts. Its skin is black like a demon lizard. |
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