Zoat (5e Creature)

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Large monstrosity, neutral good

Armor Class 15 (natural armor)
Hit Points 138 (12d10 + 72)
Speed 40 ft.

18 (+4) 15 (+2) 20 (+5) 16 (+3) 18 (+4) 13 (+1)

Skills Medicine +8, Nature +7, Survival +8
Senses darkvision 60 ft., passive Perception 14
Languages Draconic, Druidic, Zoat
Challenge 7 (2,900 XP)

Cold Blooded. The zoat has advantage on saving throws against being charmed or frightened.

Innate Spellcasting. The zoat's spellcasting ability is Wisdom (spell save DC 17). The zoat can innately cast the following spells, requiring no material components:

At will: locate animals or plants, speak with plants

Spellcasting. The zoat is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The zoat has the following druid spells prepared:

Cantrips (at will): druidcraft, mold earth, thorn whip
1st level (4 slots): cure wounds, ensnaring strike, entangle, faerie fire
2nd level (3 slots): earthbind, misty step, spike growth
3rd level (3 slots): counterspell, erupting earth, mass healing word
4th level (3 slots): conjure woodland beings, grasping vine, stoneskin
5th level (2 slots): greater restoration, mass cure wounds


Multiattack. The zoat makes two melee weapon attacks.

Maul. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone.

There are few races in the world as mysterious as the reptilian centaurs known as zoats. No one knows how they arrived in the forests of the world, why they did so or even what their goals are. Are the zoats a race unto themselves, or some splinter of lizardfolk? In many parts of the world, zoats are regarded as creatures of legend. It is not known when or how they developed or even whether they are really native to the known world at all. What is certain, however, is that they are incredibly ancient and very powerful. They are solitary by nature and are occasionally encountered in the depths of the most ancient forests. Despite their bulk, they are quiet and reclusive and can move through the densest undergrowth with hardly a sound. Occasionally they have dealings with elves and other forest-dwelling races and they have been known to make contact with druids from time to time.

Nature's Hermits. Zoats are powerful druids, able to tap into the forces of nature in an instinctive manner, rather than through study and ritual. Whilst this means a zoat will never prove as versatile as a wizard or as a cleric, their innate control over nature magic surpasses all but the most learned individuals. Indeed, many a wood elf spellsinger will seek out a zoat in order to learn from it, but even they find zoats no less elusive than do others, and very few succeed in their search. In the ordinary run of things, zoats are seldom encountered outside their woodland homes. Indeed, even within such places, it is rare to catch sight of one. It is said they strive to keep the forests free of marauding goblinoids, orcs and gnolls, and ancient elvish songs and legends tell of zoats sometimes coming to the aid of elven settlements attacked by monstrous humanoids.

Forest unto Wrath. When intruders close or danger threatens, zoats will rouse the trees and undergrowth to crush and strangle evildoers, rather than take direct action themselves. In this way, zoats can avoid detection, and even a single such creature can imbue a forest with a reputation so dreadful that even marauding orcs and rampaging goblinoids will give the area a wide berth. Where sorcery alone is not sufficient, the zoat will leave the shadows to enter the fray personally, knocking the invaders to the ground with sweeping blows. Once prone, the enemy becomes easy prey for creeping roots and vines, which swiftly tangle and throttle them.

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