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When the zules press southward in their conquests, their battalions are usually lead by their expertly trained and equipped shock troops. Zule shock troops wear thick, armor-like containment suits that protect them in the warm conditions. They are equipped with powerful artillery, powered by unstable heartstones, capable of cutting through resistance like a torch through ice.

 

Zule Shock Troop

Medium humanoid (elf), neutral evil

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Armor Class 16 (containment suit)

Hit Points 78 (12d8 + 24)

Speed 35 ft.

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Abilities Str 18 (+4), Dex 18 (+4), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 11 (+0)

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Skills Perception +3

Damage Vulnerabilities fire (while not wearing containment suit)

Damage Resistances cold

Senses truesight 60 ft., passive Perception 13

Languages Common, Zulish

Challenge 6 (2,300 XP)

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Fey Ancestry. The zule has advantage on saving throws against being charmed, and magic can't put the zule to sleep.

Heat Sensitivity. The zule treats mild and temperate environments (60° Fahrenheit or warmer), as extreme heat. When the zule wears its containment suit, it ignores this feature.

Speak with Machines (1/day). The zule can magically imbue a machine within 30 feet of it with limited sentience and animation, giving it the ability to communicate with the zule and follow simple commands. The zule can question the machine about events that have occurred within 30 feet of it within the past day, gaining information about creatures that have passed, weather, and other circumstances. If the zule targets a construct, the zule can communicate with it as if the zule and the construct shared a common language. However, the zule gains no magical ability to influence the construct.

Unstable Technology. The zule's suit emanates radiation from its unstable heartstone. Any creature not wearing a zulish containment suit that starts its turn within 5 feet of the zule must make a DC 15 Constitution saving throw. On a failure, the creature takes 10 (3d6) necrotic damage and is poisoned. On a successful save, the creature takes half damage and is not poisoned. In addition, if the zule takes a critical hit, roll a d6. On a roll of 5 or 6, the zule's containment suit explodes, instantly killing the zule. All creatures within 30 feet of the zule when it explodes must make a DC 15 Dexterity saving throw. On a failure, a creature takes 10 (3d6) necrotic damage plus 10 (3d6) fire damage and is poisoned, or half as much damage on a success and is not poisoned.

Actions

Multiattack. The zule makes two attacks with its arm blades.

Arm Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. 

<code>Ljuskanon (Recharge 5-6). The zule fires its canon in a 60 foot line that is 5-feet wide. Each creature in the line must make a DC 15 Dexterity saving throw or take 21 (6d6) necrotic damage or half as much on a successful save.</code><code>-</code><code>Thanks for reading! To learn more about zules, be sure to check out the base zule warrior over on the blog.</code>

Files

Comments

Ltbadger

Hi Dave Just became a patron! The formatting is weird on this one. Looks like its displaying the HTML. -

Anonymous

friend wants to run a campaign where this would fit in wonderfully, is there any pdf version of this around to make it a little easier to use?