Zapdos (Galar) (5e Creature)
Zapdos (Galar)[edit]
Medium monstrosity, chaotic neutral Armor Class 19 (natural armor)
Skills Acrobatics +11, Athletics +11, Perception +8 Defiant. When Zapdos is forced to roll disadvantage on a saving throw or attack roll it makes, which is caused by a hostile creature's spell or ability, its next melee weapon attack it makes has a +5 bonus to its attack and damage rolls. Double Dash. Zapdos can take the dash action as a bonus action. ACTIONSMultiattack. Zapdos makes 2 thunderous kick attacks. Thunderous Kick. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 7 (2d6) thunder damage, and the targeted creature's armor class is reduced by 2 until the end of Zapdos's next turn. Close Combat (Recharge 5-6). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 83 (22d6 + 6) bludgeoning damage, and attacks against Zapdos have advantage until the end of Zapdos's next turn. Ancient Power (5/day). Articuno summons and throws chunks of ancient rock at a creature they can see within range. The target must make a DC 17 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failure. In addition, if the target fails the save, Articuno gains a +1 bonus to its armor class, attack rolls, initiative bonus, saving throw DCs, and saving throws it makes for 1 minute.
LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. Detect. Zapdos makes a Wisdom (Perception) check. All-Seeing (Costs 2 Actions). Zapdos increases its armor class by 5 until the beginning of its next turn. |
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