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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
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