Zorn Rematch

13leather armor
336d8 + 6
30 ft.
MODSAVE
STR11+0+0
DEX14+2+2
CON12+1+1
MODSAVE
INT10+0+0
WIS13+1+1
CHA14+2+2

Skills Deception +4, Persuasion +4, Religion +2

Senses Passive Perception 11

Languages Any one language (usually Common)

Traits


Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): command, inflict wounds, shield of faith

2nd level (3 slots): hold person, spiritual weapon

Actions


Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Notes


Sacred Flame. Cantrip. 60ft. Dex Save 11. 1W8 radiant.

Inflict Wounds. 1st. Melee. +3 to hit. 3W10 necrotic.

Shield of Faith. 1st. Concentration, +2 AC

Spiritual Weapon. 2nd. 60 ft. 1W8 + 1 force. Bonus Action subsequent.

14leather armor
163d8 + 3
30 ft.
MODSAVE
STR9-1-1
DEX16+3+3
CON13+1+1
MODSAVE
INT11+0+0
WIS10+0+0
CHA12+1+1

Saving Throws WIS +2

Skills Deception +3, Stealth +5

Senses Passive Perception 10

Languages Common, Draconic

Traits


Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.

Fanatic Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage of the weapon’s type.

Pack Tactics. The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions


Multiattack. The dragonclaw attacks twice with its scimitar.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

17(natural armor)
126(12d10 + 60)
30 ft.burrow 30 ft.
MODSAVE
STR20+5+5
DEX8-1-1
CON20+5+5
MODSAVE
INT5-3-3
WIS10+0+0
CHA5-3-3

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities Poison

Damage Vulnerabilities Thunder

Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10

Languages Terran

Traits


Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions


Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

19(natural armor)
207(18d12 + 90)
40 ft.
MODSAVE
STR23+6+6
DEX12+1+1
CON21+5+5
MODSAVE
INT18+4+4
WIS15+2+2
CHA17+3+3

Saving Throws DEX +6, CON +10, WIS +7, CHA +8

Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6

Damage Immunities Poison

Condition Immunities Poisoned

Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22

Languages Common, Draconic

Traits


Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


Multiattack. Faeragor makes two attacks with his staff.

Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.

Spellcasting. +9, SG 17

Wall of Fire.

Notes


Wall of Fire 60 ft long, 20 ft high DEX Save or 5d8 fire damage (halfed on success)

Healing Word 1d4 + 9 (+1d4 per level), 60 ft

14natural armor
527d8 + 21
30 ft.
MODSAVE
STR16+3+3
DEX11+0+0
CON16+3+3
MODSAVE
INT4-3-3
WIS10+0+0
CHA7-2-2

Skills Perception +2

Senses Darkvision 60 ft., Passive Perception 12

Languages understands Draconic but can’t speak

Actions


Multiattack. The guard drake makes one Bite attack and one Tail attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Notes


Black Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.

Blue Guard Drake. The drake has a burrowing speed of 20 feet and resistance to lightning damage.

Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.

Red Guard Drake. The drake has climbing speed of 30 feet and resistance to fire damage.

White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.

13natural armor
597d10 + 21
40 ft.
MODSAVE
STR20+5+5
DEX12+1+1
CON17+3+3
MODSAVE
INT3-4-4
WIS12+1+1
CHA7-2-2

Skills Perception +3

Senses Darkvision 60 ft., Passive Perception 13

Languages -

Traits


Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions


Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.+

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

12
52(7d10 + 14)
40 ft.
MODSAVE
STR18+4+4
DEX14+2+2
CON15+2+2
MODSAVE
INT3-4-4
WIS12+1+1
CHA8-1-1

Skills Perception +3, Stealth +6

Senses Passive Perception 13

Languages -

Traits


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

13(16 with mage armor)
78(12d8 + 24)
30 ft.
MODSAVE
STR10+0+0
DEX16+3+3
CON15+2+2
MODSAVE
INT12+1+1
WIS12+1+1
CHA18+4+4

Saving Throws WIS +4, CHA +7

Skills Arcana +4, Deception +7, Perception +7, Religion +4

Damage Resistances Fire

Senses Darkvision 60 ft., Passive Perception 11

Languages any two languages (usually Abyssal or Infernal)

Traits


Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.

Actions


Multiattack. The warlock makes three Shortsword attacks.

Shortsword (Dragon Slayer). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 14 (4d6) fire damage.

Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the warlock. Each creature in that area must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.

Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At will: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation

1/day each: banishment, plane shift, suggestion

Notes


keep distance, use hellfire

Summon Earth Elemental hail mary (gelber DIamant)

Banishment. https://www.dndbeyond.com/spells/2010-banishment