Zaterran Shifter (5e Creature)
Zaterran Shifter[edit]
Medium humanoid (saurian), chaotic neutral Armor Class 13 (natural armor)
Saving Throws Dex +4 Shapechanger. The zaterran can use its action to polymorph into a Zaterran Saurian, or back into its humanoid form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its Saurian form if it dies. Spider Climb (Saurian Form Only) 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. ACTIONSBite. 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. 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 (Saurian Form Only). 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. Acid Spit (Recharge 6). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 10 (3d6) acid damage. Pool of Acid (Saurian Form Only, Recharge 6) 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 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. Combat Frenzy (2/Day, Saurian Form Only). 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). 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. |
It is said that some among the Zaterrans possess the ability to revert to their primal Saurian form. This ability grants them access to the strength of their ancestors, but also makes them a target for Shang Tsung, who seeks to unlock the source of this power through his diabolical experiments in the Flesh Pits. |
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