Zamazenta (5e Creature)
Zamazenta[edit]
Large celestial, lawful good Armor Class 30 (natural armor)
Skills Athletics +15, Intimidation +13, Perception +12 Big Jump. Zamazenta has a high jump and long jump of 120 ft. Dauntless Shield. Damage done to Zamazenta is reduced by 15. Immortal Nature. A Zamazenta doesn't require air, food, drink, or sleep. Legendary Resistance (3/day). If Zamazenta fails a saving throw, it can choose to succeed instead. Magic Resistance. Zamazenta has advantage on saving throws against spells and other magical effects. Rejuvenation. If it dies, Zamazenta returns to life in 1d6 days and regains all its hit points. Innate Spellcasting. Zamazenta's spellcasting ability is Constitution (spell save DC 25). Zamazenta can innately cast the following spells, requiring no material components: At will: shield, shield of faith 3/day each: aura of life, aura of vitality 1/day each: globe of invulnerability Magic Weapons. Zamazenta's weapon attacks are magical. ACTIONSMultiattack. Zamazenta makes three attacks: two with its iron head and one with its behemoth bash. Behemoth Bash. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 44 (8d8 + 8) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 25 Strength saving throw or fall prone. Iron Head. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.
LEGENDARY ACTIONSZamazenta 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. Zamazenta regains spent legendary actions at the start of its turn. Detect. Zamazenta makes a Wisdom (Perception) check. Iron Head. Zamazenta makes one Iron Head attack. Wide Guard (Costs 2 Actions). Until the start of its next turn, Zamazenta and creatures of it’s choice within 5 feet of it gain half cover. |
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