Zacian (5e Creature)
Zacian[edit]
Large fey, lawful good Armor Class 20 (natural armor)
Saving Throws Dex +15, Con +13, Wis +12, Cha +13 Big Jump. Zacian has a high jump and long jump of 120 ft. Immortal Nature. A Zacian doesn't require air, food, drink, or sleep. Intrepid Sword. Zacian has a +5 bonus to attack and damage rolls. Legendary Resistance (3/day). If Zacian fails a saving throw, it can choose to succeed instead. Magic Resistance. Zacian has advantage on saving throws against spells and other magical effects. Rejuvenation. If it dies, Zacian returns to life in 1d6 days and regains all its hit points. Innate Spellcasting. Zacian's spellcasting ability is Charisma (spell save DC 21). Zamazenta can innately cast the following spells, requiring no material components: At will: sword burst (17th level), zephyr strike 3/day each: banishing smite 1/day each: mordenkainen's sword Magic Weapons. Zacian's weapon attacks are magical. ACTIONSMultiattack. Zacian makes three attacks: two with its Behemoth Blade and one with its Sacred Sword. Behemoth Blade. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 81 (12d10 + 15) slashing damage. Sacred Sword. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 43 (8d6 + 15) slashing damage.
LEGENDARY ACTIONSZacian 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. Zacian regains spent legendary actions at the start of its turn. Detect. Zacian makes a Wisdom (Perception) check. Move. Zacian moves up to its speed. Sacred Sword. Zacian makes one Sacred Sword attack. Swords Dance (Costs 2 Actions). Until the end of its next turn, Zacian and creatures of its choice within 5 feet of it have advantage on attack rolls. |
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