Zaratar (5e Creature)

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Zaratar[edit]

Gargantuan aberration, chaotic evil


Armor Class 21 (natural armor)
Hit Points 682 (35d20 + 315)
Speed 0 ft., fly 35 ft. (hover)


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 28 (+9) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Int +19, Wis +19, Cha +19
Skills Deception +19, Intimidation +19, Perception +28
Proficiency Bonus +9
Damage Resistances fire, force; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, psychic
Condition Immunities charmed, frightened, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 38
Languages Common, Deep Speech, Undercommon
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If Zaratar fails a saving throw, he can choose to succeed instead.

Magic Resistance. Zaratar has advantage on saving throws against spells and other magical effects.

ACTIONS

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 28 (10d4 + 3) piercing damage

Ocular Beam. Zaratar shoots three of the following magical beams at random (reroll duplicates), choosing one to three targets he can see within 200 feet of him:

1. Fire Beam. The targeted creature must succeed on a DC 24 Dexterity saving throw or take 55 (10d10) fire damage.
2. Psychic Beam. The targeted creature must succeed on a DC 24 Intelligence saving throw or take 66 (12d10) psychic damage.
3. Blinding Beam. The targeted creature must succeed on a DC 24 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Control Beam. The targeted creature must succeed on a DC 24 Wisdom saving throw or it must use its reaction to move up to its speed towards the nearest creature and make one melee weapon attack if it can.
5. Dismembering Beam. The targeted creature must succeed on a DC 24 Dexterity saving throw or take 55 (10d10) force damage.
6. Mindless Beam. The targeted creature must make a DC 24 Intelligence saving throw or be under the effects of the feeblemind spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
7. Immobilizing Beam. The targeted creature must make a DC 24 Constitution saving throw or be restrained and prone. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8. Anihilation Beam. The targeted creature must make a DC 24 Dexterity saving throw or take 110 (20d10) force damage. The target dies if the beam reduces it to 0 hit points.

BONUS ACTIONS

Ocular Restoration. If Zaratar has fewer than 200 hit points remaining, he destroys one of his eyes and regains 150 hit points. If Zaratar has no more eyes he dies.

LEGENDARY ACTIONS

Zaratar 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. Zaratar regains spent legendary actions at the start of his turn.

Beam. Zaratar uses one random Ocular Beam.
Move. Zaratar moves up to his speed without provoking opportunity attacks.

Zaratar is a gargantuan blob of meat with eight eyes placed all over his face. He is a being of pure evil whose sole purpose is to bring suffering to the world.

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