40 lines
2.4 KiB
Markdown
40 lines
2.4 KiB
Markdown
# Zeitgeist
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*Medium* *Humanoid* *chaotic neutral*
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- **Armor Class:** 14 (16 in Darting Form)
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- **Hit Points:** 82 (11d8+33)
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- **Speed:** walk 20 ft.
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- **Challenge Rating:** 6 (2,300 XP)
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- **Source:** Tome of Beasts 2, page 383
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 17 (+3) | 18 (+4) | 16 (+3) | 12 (+1) | 10 (+0) | 6 (-2) |
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- **Skills:**
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- **Damage Immunities:** psychic
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- **Condition Immunities:** exhaustion, frightened
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- **Senses:** passive Perception 10
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- **Languages:** Common
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### Special Abilities
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- **Darting Escape (Darting Form Only):** The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns.
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- **Timewarped Body:** At the start of each of the zeitgeist's turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here.
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* Darting Form. While in a Darting form, the zeitgeist's Armor Class increases by 2, and its speed is 40 feet.
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* Sluggish Form. While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet.
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### Actions
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- **Multiattack:** In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks.
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- **Darting Rend (Darting Form Only):** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage.
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- **Sluggish Slam (Sluggish Form Only):** Melee Weapon Attack: +6 to hit, reach 5 feet., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone.
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- **Tormented Scream (Recharge 5-6):** The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
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### Reactions
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- **Rewind (Recharge 4-6):** When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned.
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