Zodar (5e Creature)

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Zodar

Medium monstrosity, chaotic neutral


Armor Class 18 (natural armour)
Hit Points 168 (16d10 + 80)
Speed 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 20 (+5) 18 (+4) 11 (+0) 11 (+0)

Saving Throws Dex +7, Con +11, Wis +6
Skills Insight +6, Intimidation +6, Perception +6
Damage Resistances acid, cold, fire, bludgeoning, piercing and slashing from non-magical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, petrified, poisoned
Senses passive Perception 16
Languages all, telepathy 60 ft.
Challenge 16 (15,000 XP)


Siege Monster. The zodar does double damage to object and structures.

Magic Weapons. The Zodar's Weapon attacks are magical.

Wish. Once in a lifetime a Zodar can cause a powerful Wish to occur. However the result of this power is almost always something that is not widely known and does not draw attention to this secretive race.

ACTIONS

Multiattack. The zodar makes two melee attacks.

Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 10) bludgeoning damage.

Bearhug. When a Zodar hits with both arms it can opt to forgo its other attacks and put the opponent in a bear hug. It automatically deals 36 (8d8) bludgeoning damage. Most of the time this will reduce the opponent to mushy pulp in no time. The victim may escape by successfully passing a DC 20 Strength check. Unlikely but it is theoretical possible.


Zodar are an incredible powerful race of bipeds. They are all identical, standing exactly seven feet tall. Zodar resemble smooth deep-black suits of obsidian plate armor with two small slits which is the helmet. This is actually their exoskeleton, which is comprised of material that seems very similar to the crystal spheres.
Zodar attack with their two arms. They rarely punch opponents but rather grasp them and crush their bodies. Occasionally a Zodar is seen found wielding one or two melee weapons. They suffer no penalty when attacking with two weapons.
Zodar can cause speech to issue from the air about them thrice in a lifetime. Thus they select these times with great care. When a Zodar speaks, it uses its words as sparingly as possible. The language used is one that all it wishes to communicate with can understand (if this is impossible, different listeners hear the speech in different languages). No hint of pain, fear, joy or other emotion has been issued from a Zodar.
Zodar can be found anywhere, and never will be found two zodar working together. Zodar care only for its goal, whatever it may be. When a zodar does act it is very distructive to the surrounding (example: A ship may be nearly destroyed when a Zodar acts, hefting the main mast and hurling it at the enemy like a great lance).
The only thing a Zodar ever caries for any length of time are weapons. Even then only two at most are found upon a Zodar. These weapons are 50% likely to be magical. Lastly when enough damage is inflicted to kill a Zodar, all that is left of its plate armor is fragments.


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gollark: I don't play it, I just know about some random bits of it.
gollark: Well, anarchowhatever *sounds* chaotic, but you just do all the "ah yes look at me I am edgy anarchist" things, so more lawful-leaning there.
gollark: I'll put you down as neutral evil.
gollark: Hmm.
gollark: Or, well, you didn't break anything irrevocably.
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