Koto Zekora
Creature 17 (unique) — fiend, giant, humanoid, oni, unholy
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDAERIALfiendgiantoniunholy
Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)
Perception +30; darkvision
Languages chthonian, diabolic, jotun, taldane, tien
Skills acrobatics +26, arcana +27, athletics +33, deception +34, intimidation +34, nature +26, occultism +30, society +27
Str
+8
Dex
+3
Con
+6
Int
+4
Wis
+2
Cha
+9
Items Greatclub, Half Plate
AC 39
Fort +31
Ref +26
Will +25
+1 Status to All Saves vs. Magic
HP 295 (regeneration 15 (deactivated by acid or fire))
Speed 30 feet, fly 30 feet
Offense
Melee Greatclub (backswing, magical, reach-10, shove, unholy) +31, Damage 3d10+20 bludgeoning
Melee Fist (agile, magical, reach-10, unarmed, unholy) +29, Damage 3d8+16 bludgeoning
Abilities
Bloodline Magic — When Koto Zekora casts a bloodline spell, Translocate, Disintegrate, Dispel Magic, Haste, Force Barrage, Prismatic Spray, Scouting Eye, or Quandary, she gains a +1 status bonus to skill checks for 1 round.
+1 Status to All Saves vs. Magic —
Regeneration 15 (Deactivated by Acid or Fire) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Attack of Opportunity —
Change Shape (concentrate, polymorph, primal) — Koto Zekora takes on the appearance of an ogre. This doesn't change her Speed or Strike attack and damage.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Arcane Spontaneous Spells DC 36, attack +28
8th Maze, Polar Ray, Scintillating Pattern
7th Eclipse Burst, Mask of Terror, Prismatic Spray, Reverse Gravity
6th Chain Lightning, Disintegrate, Lightning Bolt, Vampiric Exsanguination
5th Cone of Cold, Fireball, Prying Eye, Wall of Stone
4th Dimension Door, Freedom of Movement, Invisibility, Wall of Fire
3rd Fear, Fireball, Haste, Slow
2nd Acid Arrow, Dispel Magic, See Invisibility, Spider Climb
1st Feather Fall, Grease, Magic Missile, True Strike
Cantrips (8th) Acid Splash, Daze, Detect Magic, Electric Arc, Ray of Frost, Shield
Arcane Focus Spells DC 36, attack +28; 3 Focus Points
8th Ancestral Memories, Arcane Countermeasure, Extend Spell
Primal Innate Spells DC 36, attack +28
5th Cone of Cold
4th Charm, Gaseous Form, Sleep
3rd Fear
2nd Darkness, Invisibility (at will, self only)
WORKS WELL WITH
AnvilLAND / AERIALAn Anvil pins enemies within the Crasher's reach-10, maximizing Attack of Opportunity uptime.
ShadeLAND / AERIALA Shade's debuffs stack with the Crasher's shove and high damage to break enemy formations.
MenderLAND / AERIALA Mender keeps the Crasher regenerating through sustained exchanges.
PUNISHES
✖ movement✖ spellcasting✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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