THE SHARED REFERENCE Adventurer

Monster

Zorbo

Outside your table’s allowed sources

Official reference · ToA · 2014

Creature type
Monstrosity
Size
Small
Armor class
10 (see Natural Armor feature)
Hit points
27 (6d6 + 6)
Speed
Walk 30 ft., Climb 30 ft.
Challenge rating
1/2
Alignment
Unaligned
Strength
13
Dexterity
11
Constitution
13
Intelligence
3
Wisdom
12
Charisma
7
Passive Perception
11
Skills
athletics: +3

Traits

Magic Resistance

The zorbo has advantage on saving throws against spells and other magical effects.

Natural Armor

The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn't in contact with any of these substances, its AC is 10.

Actions

Destructive Claws

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.

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