Zygarde (10%) (5e Creature)
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Zygarde (10% Form)[edit]
Medium dragon, lawful good Armor Class 20 (natural armor)
Saving Throws Dex +10, Con +7, Cha +7 Divine Being. Zygarde can't be surprised and can't be changed into another form against its will. Power Construct. When Zygarde drops to 0 hit points, it body breaks apart into cells. Zygarde instantly reappears in its 50% form, in an unoccupied space within 60 feet of where its 10% form disappeared. Its initiative count doesn't change. Legendary Resistance (2/day in This Form). If Zygarde fails a saving throw, it can choose to succeed instead. Magic Resistance. The Zygarde has advantage on saving throws against spells and other magical effects. Magic Weapons. Zygarde’s attacks are magical, and the damage done by them ignores resistance and immunity. Immortal Nature. A Zygarde doesn't require air, food, drink, or sleep. ACTIONSMultiattack. Zygarde makes two bite attacks. Thousand Arrows. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on a point within 60 feet of Zygarde that it can see must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 24 (4d8 + 6) piercing damage and it must succeed on a DC 18 Strength saving throw or its flying speed (if any) is reduced to 0 feet for 1 minute. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the effect ends. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature takes half as much damage but is otherwise unaffected. Thousand Waves. Zygarde releases a shock wave into the ground in front of it in a 100-foot by 5-foot line. Each creature of Zygarde's choice in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 27(6d6 + 6) bludgeoning damage on a failed save, or half as much damage on a successful one. The shock wave deals 40 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
LEGENDARY ACTIONSThe can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn. Bite. Zygarde makes one bite attack. Move. Zygarde moves up to half its speed without provoking opportunity attacks. Preserver (Costs 2 Actions). Zygarde uses Thousand Arrows or Thousand Waves once. |
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