Zhev | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Arcana of the Ancients, Where the Machines Wait

Zhev CR: 4 (1,100 XP)

Medium construct (cyborg), lawful good
Armor Class: 20 (natural armor)
Hit Points: 60 (8d8 + 24)
Speed: 0 ft , can hover

STR

17 +3

DEX

12 +1

CON

16 +3

INT

10 +0

WIS

10 +0

CHA

10 +0

Skills: Investigate +4, Perception +4
Damage Vulnerabilities: lightning
Damage Resistances: bludgeoning, piercmg, and slashing from nonmagical attacks that are not skymetal (adamantine)
Damage Immunities: necrotic, poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
Senses: blindsight 120 ft. (blind beyond this radius), passive Perception 14
Languages: Zhev, some understand Common
Challenge Rating: 4 (1,100 XP)

  • Magic Resistance. The Zhev has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The Zhev’s weapon attacks are treated as if magical.

Actions

  • Multiattack. The Zhev makes three tentacular arm attacks. 
  • Tentacular Arm. Melee Weapon Attack: +6 to hit ( 1d20+6 ), reach 10 ft., one target. Hit: 7 ( 1d8+3 ) bludgeoning damage.
  • Net. Ranged Weapon Attack: +3 to hit ( 1d20+3 ), range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 15 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 15) frees the target without harming it and destroys the net.
  • Incapacitating Gas (Recharge 5–6). The Zhev fires a canister to a point within 120 feet that it can see, which then detonates. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 15 Constitution saving throw or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Zhev seem inclined to prevent infractions of the law and act to preserve order, keep the peace, and protect the lives of innocents.
  Zhev are cylinders 6 feet high and 3 feet in diameter, and typically hover 3 feet off the ground. Their three triangular eyes appear to be organic. The eyes usually stay together in a larger triangle formation, moving inside the cylinder, peering through a slit near the top that goes all the way around. The eyes can also separate, each looking in a different direction, but they do this rarely.     Biomechanical and Resolute. Although the Zhev are essentially constructs, they have organic interior components as well as mechanical parts. When activated, they either return to whatever Ancients’ command they last received (which likely makes little sense in their new context) or look for new instructions.   Enforcers of Law. If a group of Zhev find themselves at loose ends, they may offer their services to a city or other location. If a pact is agreed to, affected Zhev obey the orders given to them by their new hosts. Other people cannot reason or negotiate with the Zhev. They are relentless and merciless, though they first attempt to capture criminals rather than use violent or lethal force.   Usually, the Zhev seem inclined to prevent infractions of the law and act to preserve order, keep the peace, and protect the lives of innocents. When forced to choose between options, they always make the choice that saves the most people from the greatest harm. Protecting innocents takes priority over enforcing laws, assuming Zhev in the area even know what local laws might apply.  
The body of a defeated Zhev can be scavenged for a cypher, and sometimes (1 in 1d10) a relic.

Suggested Environments

Technological, Urban


Created by

solomani.

Statblock Type

Monster

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