Nosferatu Zodd
Creature Canon Hightaeria Nemesis Untold! 825 words
#berserk #guts #sir-whiskington #apostle #star-forge #boss

Nosferatu Zodd

by archivist

Nosferatu Zodd

Huge fiend (apostle), chaotic evil

A legendary warrior of immense power, summoned to the Star Forge by [[Sir Reginald Whiskington III]] to fulfil a promise made to [[Guts]] in a jacuzzi. Enters through the Asmodeus portal (portal 2). Inspired by Berserk’s Nosferatu Zodd.

Humanoid Form

Armour Class 18 (half plate, natural toughness)
Hit Points 230 (20d12 + 100)
Speed 40 ft.

STR DEX CON INT WIS CHA 24 (+7) 18 (+4) 20 (+5) 14 (+2) 16 (+3) 18 (+4)

Saving Throws STR +12, CON +10, WIS +8
Skills Athletics +12, Intimidation +9, Perception +8
Damage Resistances bludgeoning, piercing, slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Infernal, Common
Challenge 15 (13,000 XP)

Traits

Legendary Resistance (2/Day). If Zodd fails a saving throw, he can choose to succeed instead.

Immortal Warrior. Zodd has advantage on death saving throws and stabilises automatically at 1 HP the first time he drops to 0 HP per long rest.

Warrior’s Instinct. Zodd can’t be surprised and has advantage on initiative rolls.

Blood Frenzy. Zodd has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Actions

Multiattack. Zodd makes three Greatsword attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage.

Rending Slash (Recharge 5-6). Zodd makes a single devastating slash in a 15-foot cone. Each creature in the area must make a DC 20 DEX saving throw, taking 36 (8d8) slashing damage on a failure, or half on a success.

Legendary Actions (2/round)

Attack. Zodd makes one Greatsword attack.

Advance (Costs 2). Zodd moves up to his speed without provoking opportunity attacks and makes one Greatsword attack.


Apostle Form (Transformation)

When Zodd drops below half HP (115) or when he is sufficiently impressed by his opponent, he transforms. Uses a bonus action on his turn.

On transformation:

  • Zodd regains 50 HP
  • His size becomes Huge (if not already)
  • He gains a fly speed of 60 ft.
  • His AC becomes 20 (natural armour)
  • His STR becomes 26 (+8)
  • His attacks change as below
  • All creatures within 30 ft. must make a DC 17 WIS save or be frightened for 1 minute (save ends at end of each turn)

Apostle Actions

Multiattack. Zodd makes two Claw attacks and one Gore attack.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. If both claws hit the same target, the target is grappled (escape DC 21).

Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) piercing damage. If Zodd moved at least 20 ft. straight toward the target before the attack, the target must succeed on a DC 21 STR save or be knocked prone.

Tail Sweep. Melee Weapon Attack: +13 to hit, reach 15 ft., all creatures in range. Hit: 19 (2d10 + 8) bludgeoning damage and the target must succeed on a DC 21 STR save or be pushed 15 ft. and knocked prone.

Meteor Dive (Recharge 6). Requires fly speed. Zodd flies up to 60 ft. and crashes down on a point he can see. Each creature within 15 ft. of the landing point must make a DC 20 DEX save, taking 42 (12d6) bludgeoning damage on a failure, or half on a success. Zodd takes no damage from this.

Apostle Legendary Actions (3/round)

Attack. Zodd makes one Claw attack.

Wing Buffet (Costs 2). Each creature within 10 ft. must succeed on a DC 21 STR save or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Zodd can then fly up to half his fly speed.

Roar (Costs 3). Each creature within 60 ft. that can hear Zodd must make a DC 17 WIS save or be frightened until the end of Zodd’s next turn. Creatures that are already frightened are stunned instead.


Tactics

Zodd is here for one thing: to fight Guts. He ignores other combatants unless they attack him first. If someone intervenes in his duel with Guts, he tail-sweeps them away and refocuses.

He opens in humanoid form, testing Guts with greatsword exchanges. When impressed or bloodied, he transforms — this should be a holy shit moment for the table.

He is not hostile to the party. He doesn’t care about Vecna, the forge, or the portals. He is here because a mouse in a monocle told him about a worthy opponent. If Guts falls, Zodd will wait for him to get up. If Guts proves worthy, Zodd will acknowledge him and leave — he has no interest in killing someone who earned his respect.

Narrative

“You. The one called Guts. A mouse told me about you. I have crossed the planes of Hell to find you.”

He draws a blade that shouldn’t exist — too large, too heavy, more slab of iron than sword.

“Show me.”