Zaterran (5e Creature)
Zaterran[edit]
Medium humanoid (saurian), chaotic neutral Armor Class 13 (natural armor)
Saving Throws Dex +4 Innate Spellcasting. The zaterran's innate spellcasting ability is Charisma (spell save DC 12). The zaterran can innately cast the following spells, requiring no material components: 2/day each: acid balm, acid splash, invisibility Resilience. If damage reduces the zaterran to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the zaterran drops to 1 hit point instead. ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Acid Spit (Recharge 6). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 10 (3d6) acid damage. BONUS ACTIONSFinish Him! When the zaterran reduces a creature to 0 hit points with a melee attack on its turn, the zaterran moves up to half its speed and makes one melee attack. REACTIONSRetaliation (3/Day). When the zaterran takes damage from a creature that is within 5 feet of it, it can make a melee weapon attack against that creature. |
Though few in numbers, zaterrans are a force to be reckoned with. Once thought to be extinct, a population of zaterrans has reemerged from hiding, serving as elite assassins, spies and infiltrators throughout outworld. |
Back to Main Page → 5e Homebrew → Creatures