Zeraora (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 Pokémon franchise, and/or include content directly affiliated with and/or owned by Creatures Inc., Game Freak, and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Creatures Inc., Game Freak, and 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

Zeraora[edit]

Medium elemental, chaotic neutral


Armor Class 17
Hit Points 240 (37d8 + 74)
Speed 120 ft.


STR DEX CON INT WIS CHA
17 (+3) 25 (+7) 14 (+2) 17 (+3) 13 (+1) 21 (+5)

Saving Throws Dex +13
Damage Immunities lightning
Senses passive Perception 11
Languages Auran, Common
Challenge 18 (20,000 XP)


Lightning Absorption. Whenever Zeraora is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt.

Electrified Body. Any creature that touches Zeraora or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage.

Magnet Rise. Zeraora hovers slightly above the ground, and is immune to effects that target creatures on the ground. If it is targeted by an effect that would cause it to lose its flying speed, it loses the use of this feature in addition to any flying speeds it has.

Grounded Lightning. The first time on a turn that Zeraora touches the ground, it takes 11 (2d10) force damage.

ACTIONS

Multiattack. Zeraora makes three thunder punch attacks, and makes one plasma fists attack if it can.

Thunder Punch. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 9 (2d8) lightning damage.

Plasma Fists (Recharge 5-6). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 36 (8d8) lightning damage. Until the end of its next turn, the creature deals an additional 9 (2d8) lightning damage with its attacks.

Lightning Dash. Zeraora transforms into a lightning bolt, and travels up to its speed in a 10 foot wide line. All creatures in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 42 (14d6) lightning damage, or half as much on a successful save.

LEGENDARY ACTIONS

Zeraora can take 3 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. Zeraora regains spent legendary actions at the start of its turn.

Thunder Punch. Zeraora makes one thunder punch attack.

Charge. Zeraora's next attack has advantage, and it deals an additional 9 (2d8) lightning damage on a hit.

Lightning Dash (Costs 3 Actions). Zeraora uses Lightning Dash once.

maxresdefault.jpg
Zeraora Source



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


Advertisements: