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<blockquote data-quote="dave2008" data-source="post: 8238272" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Zakum</span></strong></p><p><em>Gargantuan monstrosity, unaligned</em></p><p><img src="https://www.enworld.org/attachments/1599532079862-png.125820/" alt="1599532079862.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 20 (natural armor)</p><p><strong>Hit Points</strong> 370 (20d20 + 160; bloodied 185)</p><p><strong>Speed</strong> 60 ft., fly 120 ft. (hover)</p><p><img src="https://www.enworld.org/attachments/1599532081497-png.125821/" alt="1599532081497.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>25 (+7)</td><td>18 (+4)</td><td>26 (+8)</td><td>29 (+9)</td><td>24 (+7)</td><td>27 (+8)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599532083092-png.125822/" alt="1599532083092.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Savings Throws</strong> Dex +12, Con +14, Int +18, Wis +15</p><p><strong>Skills</strong> Arcana +25, History +17, Intimidation +16, Perception +15, Persuasion + 16</p><p><strong>Damage Resistances </strong>force, necrotic</p><p><strong>Damage Immunities </strong>poison; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine</p><p><strong>Condition Immunities </strong>charmed, exhaustion, frightened, poisoned</p><p><strong>Senses</strong> truesight 120 ft., passive Perception 25</p><p><strong>Languages</strong> All, telepathy 240 ft., see also telepathic bond</p><p><strong>Challenge</strong> 25 (75,000 XP) <strong>Proficiency Bonus</strong> +7</p><p><img src="https://www.enworld.org/attachments/1599532084744-png.125823/" alt="1599532084744.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>Arcane Mastery. </em></strong>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 regains expended spell slots with combined levels of ten or less.</p><p></p><p><strong><em>Magic Resistance. </em></strong>The zakum 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.</p><p></p><p><strong><em>Shielded Mind.</em></strong> Attempts to communicate telepathically with the zakum, or to read its mind, always fail. A creature making an attempt must succeed on a DC 20 Wisdom saving throw or be affected by a <em>confusion</em> spell.</p><p></p><p><strong>Telepathic Bond.</strong> Zakum are telepathic connected to each other and can communicate telepathically with each other as long as they are on the same plane.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em> </strong>The zakum can make two Slam attacks or cast two at will spells.</p><p></p><p><strong><em>Slam.</em> </strong>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.</p><p></p><p><em><strong>Fireball. </strong></em>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 25 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.</p><p></p><p><em><strong>Lightning Bolt. </strong></em>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 25 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</p><p></p><p><em><strong>Ray of Frost.</strong> Ranged Spell Attack.</em> +17 to hit, range 60 ft., one target. <em>Hit. </em>18 (4d8) cold damage and the target's speed is reduced by 10 feet until the end of the Zakum's next turn.</p><p></p><p><em><strong>Spellcasting.</strong></em> The zakum is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The zakum has the following wizard spells prepared:</p><p></p><p>Cantrips (at will): <em>mage hand, mending, minor illusion, ray of frost*, shocking grasp</em></p><p>1st level (at will): <em>charm person, detect magic, magic missile, shield, sleep</em></p><p>2nd level (at will): <em>blur, knock, hold person, invisibility, scorching ray, suggestion</em></p><p>3rd level (at will): <em>clairvoyance, counterspell, dispel magic, fireball*, lightning bolt*, sending</em></p><p>4th level (4 slots): <em>banishment, blight, ice storm, phantasmal killer, polymorph</em></p><p>5th level (3 slots): <em>cloudkill, hold monster, scrying, wall of force, telekinesis</em></p><p>6th level (3 slots): <em>chain lightning, circle of death, disintegrate, mass suggestion</em></p><p>7th level (3 slots): <em>finger of death, forcecage, plane shift, teleport</em></p><p>8th level (2 slots): <em>feeblemind,</em> <em>mind blank, power word stun</em></p><p>9th level (2 slots): <em>power word kill, prismatic wall, time stop</em></p><p><em></em></p><p><em>*these spells are listed under Actions</em></p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><strong><em>Metamagic (3/Rest).</em></strong> The zakum can apply one of the following metamagic traits to spell it is casting:</p><ul> <li data-xf-list-type="ul">Double the range of the spell.</li> <li data-xf-list-type="ul">Add 9 to the damage of the spell's damage type.</li> <li data-xf-list-type="ul">Double the duration of the spell.</li> <li data-xf-list-type="ul">Force the target of the spell to make the first saving throw against the spell with disadvantage.</li> <li data-xf-list-type="ul">Exclude up to 9 creatures of its choice from the affects of the spell.</li> </ul><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Magic Absorption. </strong></em>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.</p><p></p><p><strong>War Casting.</strong> 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.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>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.</p><p></p><p><strong>Quick Casting.</strong> The zakum casts a cantrip.</p><p><strong>Slam. </strong>The zakum makes a slam attack.</p><p><strong>At-Will Spell (Cost 2 Actions).</strong> The zakum casts one of its at-will spells.</p><p><strong>Teleport (Cost 2 Actions). </strong>The zakum, and anything it is wearing or carrying, can teleport to an unoccupied space it can see within 240 feet of it.</p><p><strong>Spell Casting (Costs 3 Actions). </strong>The zakum casts a spell</p></blockquote><p></p>
[QUOTE="dave2008, post: 8238272, member: 83242"] [B][SIZE=6]Zakum[/SIZE][/B] [I]Gargantuan monstrosity, unaligned[/I] [IMG alt="1599532079862.png"]https://www.enworld.org/attachments/1599532079862-png.125820/[/IMG] [B]Armor Class[/B] 20 (natural armor) [B]Hit Points[/B] 370 (20d20 + 160; bloodied 185) [B]Speed[/B] 60 ft., fly 120 ft. (hover) [IMG alt="1599532081497.png"]https://www.enworld.org/attachments/1599532081497-png.125821/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]25 (+7)[/TD] [TD]18 (+4)[/TD] [TD]26 (+8)[/TD] [TD]29 (+9)[/TD] [TD]24 (+7)[/TD] [TD]27 (+8)[/TD] [/TR] [/TABLE] [IMG alt="1599532083092.png"]https://www.enworld.org/attachments/1599532083092-png.125822/[/IMG] [B]Savings Throws[/B] Dex +12, Con +14, Int +18, Wis +15 [B]Skills[/B] Arcana +25, History +17, Intimidation +16, Perception +15, Persuasion + 16 [B]Damage Resistances [/B]force, necrotic [B]Damage Immunities [/B]poison; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine [B]Condition Immunities [/B]charmed, exhaustion, frightened, poisoned [B]Senses[/B] truesight 120 ft., passive Perception 25 [B]Languages[/B] All, telepathy 240 ft., see also telepathic bond [B]Challenge[/B] 25 (75,000 XP) [B]Proficiency Bonus[/B] +7 [IMG alt="1599532084744.png"]https://www.enworld.org/attachments/1599532084744-png.125823/[/IMG] [B][I]Arcane Mastery. [/I][/B]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 regains expended spell slots with combined levels of ten or less. [B][I]Magic Resistance. [/I][/B]The zakum 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. [B][I]Shielded Mind.[/I][/B] Attempts to communicate telepathically with the zakum, or to read its mind, always fail. A creature making an attempt must succeed on a DC 20 Wisdom saving throw or be affected by a [I]confusion[/I] spell. [B]Telepathic Bond.[/B] Zakum are telepathic connected to each other and can communicate telepathically with each other as long as they are on the same plane. [B][U]ACTIONS[/U] [I]Multiattack.[/I] [/B]The zakum can make two Slam attacks or cast two at will spells. [B][I]Slam.[/I] [/B]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. [I][B]Fireball. [/B][/I]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 25 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. [I][B]Lightning Bolt. [/B][/I]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 25 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 [I][B]Ray of Frost.[/B] Ranged Spell Attack.[/I] +17 to hit, range 60 ft., one target. [I]Hit. [/I]18 (4d8) cold damage and the target's speed is reduced by 10 feet until the end of the Zakum's next turn. [I][B]Spellcasting.[/B][/I] The zakum is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The zakum has the following wizard spells prepared: Cantrips (at will): [I]mage hand, mending, minor illusion, ray of frost*, shocking grasp[/I] 1st level (at will): [I]charm person, detect magic, magic missile, shield, sleep[/I] 2nd level (at will): [I]blur, knock, hold person, invisibility, scorching ray, suggestion[/I] 3rd level (at will): [I]clairvoyance, counterspell, dispel magic, fireball*, lightning bolt*, sending[/I] 4th level (4 slots): [I]banishment, blight, ice storm, phantasmal killer, polymorph[/I] 5th level (3 slots): [I]cloudkill, hold monster, scrying, wall of force, telekinesis[/I] 6th level (3 slots): [I]chain lightning, circle of death, disintegrate, mass suggestion[/I] 7th level (3 slots): [I]finger of death, forcecage, plane shift, teleport[/I] 8th level (2 slots): [I]feeblemind,[/I] [I]mind blank, power word stun[/I] 9th level (2 slots): [I]power word kill, prismatic wall, time stop *these spells are listed under Actions[/I] [B][U]BONUS ACTIONS[/U] [I]Metamagic (3/Rest).[/I][/B] The zakum can apply one of the following metamagic traits to spell it is casting: [LIST] [*]Double the range of the spell. [*]Add 9 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 9 creatures of its choice from the affects of the spell. [/LIST] [B][U]REACTIONS[/U][/B] [I][B]Magic Absorption. [/B][/I]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. [B]War Casting.[/B] 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. [B][U]LEGENDARY ACTIONS[/U][/B] 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. [B]Quick Casting.[/B] The zakum casts a cantrip. [B]Slam. [/B]The zakum makes a slam attack. [B]At-Will Spell (Cost 2 Actions).[/B] The zakum casts one of its at-will spells. [B]Teleport (Cost 2 Actions). [/B]The zakum, and anything it is wearing or carrying, can teleport to an unoccupied space it can see within 240 feet of it. [B]Spell Casting (Costs 3 Actions). [/B]The zakum casts a spell [/QUOTE]
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