Kezai
This creature looks much like a human-sized scorpion with wide, laced wings. The tip of its curled tail holds numerous barbs that drip sticky poison._ **Chemical Killing Machine.** The kezai is a crea
- Armor class
- 16
- Hit points
- 67
- Challenge
- 4
- Creature type
- Monstrosity
- Size
- Medium
- Alignment
- unaligned
This creature looks much like a human-sized scorpion with wide, laced wings. The tip of its curled tail holds numerous barbs that drip sticky poison._
Chemical Killing Machine. The kezai is a creature that lives in hot climates and wages a chemical war on anything that opposes it. It emits a foul poison from its tail, coating the barbs that it hurls at enemies. If this wasn’t deadly enough, it naturally produces a thin, flammable gas that it can ignite with a searing chemical produced in a gland near its mandibles. Fortunately for those who come across the kezai, the gland is slow-acting and takes time to produce the chemical necessary to ignite the gas.
Stat block
- Cha
- 12
- Con
- 16
- Dex
- 18
- Int
- 4
- Str
- 13
- Wis
- 12
- Speed
- Fly: 50; Walk: 30
- Senses
- blindsight 60 ft., passive Perception 11
- Skills
- Actions
- Multiattack. The kezai makes three attacks: one with its poison barb and two with its claws.
- Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage.
- Poison Barb. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, the creature takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While poisoned in this way, the creature takes 3 (1d6) poison damage at the start of each of its turns.
- Searing Acid (Recharge 6). The kezai's mandibles drip a searing acid, instantly igniting the gas around it. Each creature within 20 feet of the kezai must make a DC 14 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The kezai's Nauseous Gas trait becomes inactive for 1 minute. The kezai can't use Searing Gas unless Nauseous Gas has been active for at least 1 minute.
- Languages
- —
- Damage immunities
- fire
- Special abilities
- Nauseous Gas. The kezai produces a faint, nauseating gas. Any creature that starts its turn within 20 feet of the kezai must succeed on a DC 14 Constitution saving throw or take 2 (1d4) poison damage. The area within 20 feet of the kezai is lightly obscured by the thin gas.
Source and licence
From Tome of Beasts 2.
Licence: Open Game Content (OGL 1.0a).