Zaterran Saurian (5e Creature)

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Zaterran Saurian[edit]

Medium humanoid (saurian), chaotic neutral


Armor Class 14 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 17 (+3) 9 (-1) 9 (-1) 10 (+0)

Saving Throws Dex +4
Proficiency Bonus +2
Damage Resistances acid
Senses passive Perception 9
Languages Common
Challenge 10 (5,900 XP)


Spider Climb. The zaterran can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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, plus 5 (1d10) slashing damage if in combat frenzy, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the zaterran can't bite another target.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) slashing damage, plus 5 (1d10) slashing damage if in combat frenzy.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2) bludgeoning damage, plus 5 (1d10) slashing damage if in combat frenzy.

Swallow (1/Day) The zaterran makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the zaterran, and it takes 10 (3d6) acid damage at the start of each of the zaterran's turns. The zaterran can have only one target swallowed at a time.
If the zaterran dies, a swallowed creature is no longer restrained by it and can escape from the zazterran by using 5 feet of movement, exiting prone.

Acid Attack (Recharge 6). The zaterran can make one of the following attacks:

Acid Spit. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 10 (3d6) acid damage.

Pool of Acid. the saurian vomits forth a bubbling pool of corrosive acid. The pool appears on solid ground on a space within 20 ft and lasts for 1 minute before fizzling out.

The pool has a 20ft diameter and is difficult terrain. When the pool appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 10 (3d6) acid damage, or half as much on a success. Whenever a creature enters the pool for the first time on a turn or ends its turn there, they must repeat the save.

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.

Combat Frenzy (2/Day). The zaterran enters a combat frenzy for 1 minute. While in a combat frenzy, a creature that touches the zaterran or hits it with a melee attack takes 5 (2d6) acid damage. Additionally, when the zaterran hits with a weapon attack, the attack deals an extra 5 (1d10) slashing damage (included in the attack).

Enhanced Movement (2/Day). As a bonus action, the zaterran takes the disengage or dash action and its jump distance is doubled until the end of its turn.

Acid Reflux (2/Day). The zaterran recharges its acid attack.

REACTIONS

Tail Defense (3/Day). When the zaterran takes damage from a creature that is within 5 feet of it, it can make a tail attack against that creature.

Saurian.jpg

In ancient times, pureblooded Saurians ruled over the Realm of Zaterra. However, after their defeat at the hands of Outworld, the indigenous Saurian civilization fell into a step decline until they became all but extinct. But even yet, some pureblooded Saurians still exist, hidden in the shadows and sewers of Outworld, waiting for their humanoid and shifter zaterran brethren to bring about a new age of Zaterra, and finally free it from the grasp of Outworld.

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