Zaelyth Chieftain
A Zaelyth chieftain leads a canopy clan on Istryx. Leadership is settled by how well an individual runs an aerial hunt, and a clan changes chieftains when the hunts stop working. The chieftain plans the clan's ambushes and calls each dive from the canopy.
- Physiology
- Humanoid
- Size
- Small
- Speed
- 40 ft., climb 40 ft.
- Armor class
- 19 (crested trophy armor)
- Hit points
- 195 (26d6 + 104)
- Proficiency
- +4
- STR 14 +2 save +2
- DEX 22 +6 save +10
- CON 18 +4 save +8
- INT 17 +3 save +3
- WIS 20 +5 save +9
- CHA 17 +3 save +7
- Skills
- Stealth +14 , Acrobatics +10 , Perception +9 , Insight +9 , Animal Handling +9
- Passive Perception
- 19
- Senses
- darkvision 120 ft., keen sight
- Languages
- Istryx, Common, Federation Standard
- Damage resistances
- poison
- Condition immunities
- poisoned , frightened
Equipment
Traits
-
Legendary Resistance
Twice per day, when it fails a saving throw, it may choose to succeed instead.
-
Coordinated Dive
Allies within 60 feet that attack a target the chieftain attacked this round deal an extra 2d6 damage.
-
Venom Fangs
Its attacks deal an extra 2d6 poison damage.
Actions
-
Clan Lance
+10 to hit · Istryxian Bio-Lance · reach 10 ft.
4d6 + 6 poison damage
Three attacks. A creature hit by two or more in a turn takes an extra 2d6 poison damage and has disadvantage on attack rolls against anyone other than the chieftain until the end of its next turn.
-
Canopy Ambush
DC 17 Dexterity save
The clan drops from the canopy. Each hostile creature within 30 feet takes 10d8 piercing damage on a failed save, or half as much on a success. Recharges on a 5 or 6.
-
Call the Dive Reaction
When a hostile creature within 60 feet moves out of cover, one ally within 60 feet that can see or hear the chieftain immediately moves up to its speed toward that creature and may make one attack against it. Three times per day.