Mind of tempest
(he/him)advocate for 5e psionics
I highlighted a bit where the terminology is odd otherwise thank you this is most kickass.Zakum
Gargantuan monstrosity, unaligned
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Armor Class 20 (natural armor)
Hit Points 370 (20d20 + 160)
Speed 60 ft., fly 120 ft. (hover)
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STR DEX CON INT WIS CHA 25 (+7) 18 (+4) 26 (+8) 30 (+10) 24 (+7) 27 (+8) ![]()
Savings Throws Dex +12, Con +14, Int +18, Wis +15
Skills Arcana +26, History +18, Intimidation +16, Perception +15, Persuasion + 16
Damage Resistances force, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 25
Languages All, telepathy 240 ft., see also telepathic bond
Challenge 28 (120,000 XP)
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Arcane Mastery. A zakum can cast spells without material components, it can concentrate on up to two spells at a time and only one spell is interrupted each time it fails a concentration check. Additionally, after the zakum finishes a Short Rest, it regain expended spell slots with combined levels of ten or less.
Magic Resistance. The spell weaver has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the zakum has disadvantage on the attack roll.
Metamagic (4/Rest). The zakum can use a bonus action to apply one of the following metamagic traits to spell it is casting:
Shielded Mind. Attempts to communicate telepathically with the zakum, or to read its mind, always fail. A creature making an attempt must succeed on a DC 18 Wisdom saving throw or be affected by a confusion spell.
- Double the range of the spell.
- Add 10 to the damage of the spell's damage type.
- Double the duration of the spell.
- Force the target of the spell to make the first saving throw against the spell with disadvantage.
- Exclude up to 10 creatures of its choice from the affects of the spell.
Spellcasting. The zakum is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). The zakum has the following wizard spells prepared:
Cantrips (at will): mage hand, mending, minor illusion, ray of frost, shocking grasp
1st level (at will): charm person, detect magic, magic missile, shield, sleep
2nd level (at will): blur, knock, hold person, invisibility, scorching ray, suggestion
3rd level (at will): clairvoyance, counterspell, dispel magic, fireball, lightning bolt, sending
4th level (4 slots): banishment, blight, ice storm, phantasmal killer, polymorph
5th level (3 slots): cloudkill, hold monster, scrying, wall of force, telekinesis
6th level (3 slots): chain lightning, circle of death, disintegrate, mass suggestion
7th level (3 slots): finger of death, forcecage, plane shift, teleport
8th level (2 slots): feeblemind, mind blank, power word stun
9th level (2 slots): power word kill, prismatic wall, time stop
Telepathic Bond. Zakum are telepathic connected to each other and can communicate telepathically with each other as long as they are on the same plane.
ACTIONS
Multiattack. The zakum can make two Slam attacks or cast two at will spells.
Slam. Melee weapon attack: +15 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage and the target must make a DC 23 Strength saving throw or be knocked prone, pushed 20 feet, or, if the target is Medium or smaller, grappled, the zakum's choice.
Fireball. The zakum selects a point it can see within 150 feet of it. A bolt of flame streaks from its hand to the point and explodes in a 20-foot radius ball of flames. Each creature in the area must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage on failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Lightning Bolt. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from the zakum. Each creature in the line must make a DC 26 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried
REACTIONS
Magic Absorption. When the zakum comes into contact with spell or magical effect, or it is the target of spell attack, or within the area of effect of a spell, it can attempt to absorb the magic. The zakum must make an Intelligence (Arcana) check with the DC equal to 25 + the spell's level. On a success, the zakum suffers no effects from the spell and instead regains one lost spell slot or use of meta magic. On a failure, the spell works normally, but the zakum's magic resistance still applies.
War Casting. When a creature provokes an opportunity attack, the zakum may cast a spell with a casting time of 1 action and that targets only that creature, rather than making an opportunity attack.
LEGENDARY ACTIONS
The zakum 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. The zakum regains spent legendary actions at the start of his turn.
At-Will Spell. The zakum casts one of its at-will spells.
Slam. The zakum makes a slam attack.
Teleport (Cost 2 Actions). The zakum, and anything it is wearing or carrying, can teleport to an unoccupied space it can see within 240 feet of it.
Spell Casting (Costs 3 Actions). The zakum casts a spell
now I have to figure out what they look like?
any idea on what to name the servitor race?