Zaterran (5e Creature)

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Zaterran[edit]

Medium humanoid (saurian), chaotic neutral


Armor Class 13 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 9 (-1) 9 (-1) 10 (+0)

Saving Throws Dex +4
Proficiency Bonus +2
Damage Resistances acid
Senses passive Perception 9
Languages Common
Challenge 9 (5,000 XP)


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.

ACTIONS

Bite. 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 ACTIONS

Finish 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.

REACTIONS

Retaliation (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.

Zaterran.jpg

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.

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