Zegdar

Princes of the Apocalypse p. 120

Size
Large
Type
monstrosity
Alignment
chaotic evil
AC
14 (natural armor)
Hit Points
117 (9d10+27)
Speed
walk 40 ft.
Skills
Perception +7
Senses
darkvision 60 ft.
Passive Perception
17
Languages
Abyssal
Challenge
3
Environment
underdark
STR
18
+4
DEX
11
+0
CON
16
+3
INT
6
−2
WIS
16
+3
CHA
9
−1

Traits

Charge

If Zegdar moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall

Zegdar can perfectly recall any path it has traveled.

Reckless

At the start of its turn, Zegdar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Other data

description