Zeta Metroid (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Metroid franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to Metroid copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Zeta Metroid[edit]

Large aberration (metroid), unaligned


Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 50 ft., climb 50 ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 5 (-3) 16 (+3) 14 (+2)

Saving Throws Dex +9, Con +10
Skills Athletics +11, Perception +8, Stealth +9
Proficiency Bonus +5
Damage Vulnerabilities cold
Damage Resistances poison
Damage Immunities acid, fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine
Condition Immunities paralyzed, petrified
Senses darkvision 60 ft., passive Perception 18
Languages
Challenge 16 (15,000 XP)


Magic Weapons. The metroid's weapon attacks are magical.

Pounce. If the metroid moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the metroid can make a bite attack against it as a bonus action.

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

ACTIONS

Multiattack. The metroid makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained and must make a DC 18 Constitution saving throw at the end of each of its turns, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit point maximum is reduced to 0.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Acid Spit. Ranged Weapon Attack: +9 to hit, range 30/120, one target. Hit: 22 (4d10) acid damage.

Plasma Breath (Recharge 5-6). The metroid exhales plasma in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.


Zeta_Metroid_SR.png
Source

The zeta metroid is the fourth stage of a metroid's life cycle. It undergoes a drastic transformation while moulting, abandoning the insectoid form, flying abilities, and electrical powers of its previous stages in favour of greater speed, strength, and ferocity.

Reptilian Horror. The metroid’s transition from gamma to zeta sees a marked change in its appearance. While it retains the thick armoured dorsal plates and four limbs of its previous form, the zeta metroid gains a distinct head and neck, a torso, and a long, muscular tail. Its limbs have differentiated into distinct arms and legs, each ending in a pair of razor-sharp claws, and the creature is now equally comfortable moving on all fours or its hind legs. The vulnerable abdominal membrane is smaller now, making it less of a target than in previous stages. Were it not for the zeta metroid's eight eyes and lamprey-like mouth, it could almost be mistaken for some sort of reptile.

Living Furnace. The metroid’s inner workings undergo a radical change once it reaches the zeta stage. The stolen life energies of its prey are now converted into a deadly form of bio-plasma rather than electricity, and the zeta metroid can expel this plasma either as globules of scalding acid or as a stream of white-hot flames. The intense heat generated within its abdomen partially counteracts the effects of exposure to extreme cold, and while the zeta metroid can still be driven off by sudden exposure to low temperatures, its gelatinous membrane will no longer freeze and hinder its mobility.

Silent Stalker. The zeta metroid’s cunning increases as a result of its metamorphosis, and it becomes adept at stealth. Once it has chosen its victim, the metroid will silently follow them by crawling on walls and ceilings, waiting until the prey is isolated and alone. Only then will it descend, falling on its victim in a sudden flurry of claws, fangs, and acidic drool. It will abandon such tactics once it matures into its final form, however.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: