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ZORBO
ZORBO
A zorbo (pronounced ZOR-boh) is a ferocious omnivore
similar in size and appearance to a koala. Living in trees
and caves, it has long claws, a dour disposition, and a
fondness for humanoid flesh. A zorbo alters its natural
armor to match its surroundings, and it can weaken and
destroy armor, shields, and protective magic items with
its sharp claws.
TYRANNOSAURUS ZOMBIE
Huge undead, unaligned
Armor Class 11 {natural armor) I
Hit Points 136 (13d12 + 52)
Speed 40 ft.
STR DEX CON INT WIS CHA
25 (+7) 6 (-2) 19 (+4) 1 (-5) 3 (-4) 5 (- 3)
Damage Immunities poison
Small monstrosity , unaligned
Condition Immunities poisoned
Senses darkv1sion 60 ft., passive Perception 6
Armor Class 10 {see Natural Armor feature)
Languages-
Hit Points 27 (6d6 + 6)
Challenge 8 (3,900 XP)
• Speed 30 ft., climb 30 ft.
Disgorge Zombie. As a bonus action, the tyrannosaurus zombie STR DEX CON INT WIS CHA
can disgorge a normal zombie, which appears in an unoccupied 13 (+ 1) 11 {+O ) 13 {+ 1) 3 (-4) 12 (+l) 7 {- 2)
space within 10 feet ofit. The disgorged zombie acts on its own
initiative count. After a zombie is disgorged, roll a d6. On a roll Skills Athletics +3
of l, the tyrannosaurus zombie runs out of zombies to disgorge Senses passive Perception 11
and loses this trait. If the tyrannosaurus zombie still has this Languages -
Challenge 1/2 (100 XP)
trait when it dies, ld4 normal zombies erupt from its corpse at
the start of its next turn. These zombies act on their own initia-
tive count. Magic Resistance. The zorbo has advantage on saving throws
against spells and other magical effects.
Undead Fortitude. If damage reduces the tyrannosaurus
zombie to 0 hit points, it must make a Constitution saving Natural Armor. The zorbo magically absorbs the natural
throw with a DC of 5 + the damage taken, unless the damage is strength of its surroundings, adjusting its Armor Class based
radiant or from a critical hit. On a success, the zombie drops to on the material it is standing or climbing on: AC 15 for wood or
- isn't in contact with any of these substances, its AC is 10.
1 hit point instead. bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo
ACTIONS
Multiattack. The tyrannosaurus zombie makes two attacks: ACTIONS
one with its bite and one with its tail. It can't make both attacks Destructive Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
against the same target. one target. Hit: 8 (2d6 + 1) slashing damage, and if the target
is a creature wearing armor, carrying a shield, or in possession
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
of a magic item that improves its AC, it must make a DC 11
Hit: 33 {4d12 + 7) piercing damage. If the target is a Medium or
Dexterity saving throw. On a failed save, one such item worn or
smaller creature, it is grappled (escape DC 17). Until this grap-
carried by the creature (the target's choice) magically deterio-
ple ends, the target is restrained and the tyrannosaurus zombie
rates, taking a permanent and cumulative -1 penalty to the AC
can't bite another target or disgorge zombies.
it offers, and the zorbo gains a + l bonus to AC until the start of
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. its next turn. Armor reduced to an AC of 10 or a shield or magic
Hit: 20 (3d8 + 7) bludgeoning damage. item that drops to a 0 AC increase is destroyed.
i\PPF.Nn lX n I MONSTERS ANn NPCS
~·I'

