Zapdos (5e Creature)

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Zapdos[edit]

Medium elemental, neutral


Armor Class 15 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 20 ft., fly 100 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 17 (+3) 11 (+0) 16 (+3) 22 (+6)

Skills History +5, Intimidation +11, Perception +8
Proficiency Bonus +5
Damage Vulnerabilities cold
Damage Resistances thunder
Damage Immunities lightning
Condition Immunities paralyzed
Senses passive Perception 18
Languages Auran, understands Common but can't speak it
Challenge 16 (15,000 XP)


Lightning Rod. Whenever Zapdos would take lightning damage, it takes no damage and the next time it deals lightning damage to a creature, the lightning damage increases by 5.

Storm Summoner. When Zapdos rolls initiative, a storm summons above it, as long as Zapdos has a clear path to the sky. On initiative count 20 a lightning bolt falls on a point of Zapdos's choice, dealing 11 (2d10) lightning damage to each creature in a 5 foot radius.

ACTIONS

Multiattack. Zapdos makes two thunder attacks.

Thunder. Ranged Spell Attack: +11 to hit, range 90 ft., one target. Hit: (4d10 + 6) lightning damage plus 28 (2d10) thunder damage.

Zap Cannon (3/day). Ranged Spell Attack: +11 with disadvantage to hit, range 90 ft., one target. Hit: 72 (12d10 + 6) lightning damage and if the target is a creature, they gain the paralyzed condition for the next minute.

Ancient Power (5/day). Zapdos summons and throws chunks of ancient rock at a creature they can see within range. The target must make a DC 19 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failure. In addition, if the target fails the save, Zapdos gains a +1 bonus to its armor class, attack rolls, initiative bonus, saving throw DCs, and saving throws it makes for 1 minute.

REACTIONS

Static. If a creature touches Zapdos or hits it with a melee attack while within 5 feet of it Zapdos may force them to make a DC 19 constitution saving throw, taking 2 (1d4) lightning damage and being paralyzed until the end of their next turn on a fail.

Pressure. When a creature that Zapdos can see casts a spell or uses an ability or feature that has multiple uses per short and/or long rest, Zapdos forces them to make a DC 19 wisdom save, expending an additional spell slot or use on a failed save.

LEGENDARY ACTIONS

The Zapdos 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 Zapdos regains spent legendary actions at the start of its turn.

Detect. Zapdos makes a Wisdom (Perception) check.
Roost (Costs 3 Actions). Zapdos lands on the ground and regains 26 (4d12) hit points.

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Zapdos, the Electric Pokémon
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