Zenobaal was once a respected silver dragon who studied the Prophecy and advised other dragons. As his visions darkened, he withdrew into a remote cloud citadel and carved elaborate dragonmarks into his own hide. He now believes he is descended from the Progenitors and that the world will eventually end and be reborn from his flesh. This belief may be delusion, revelation, or something more dangerous, but Zenobaal himself presents it as settled fact.
Legendary Resistance.Zenobaal has three legendary resistances per day. If he fails a saving throw, he can choose to succeed instead.
Prophetic Certainty.Zenobaal cannot be surprised, and attack rolls against him cannot benefit from advantage unless he is incapacitated.
Hidecarved Protections.Zenobaal has advantage on saving throws against spells and other magical effects.
Monastic Strikes.Zenobaal's weapon attacks are magical. When he hits with a weapon attack, he can deal an extra 7 () force damage once per turn.
Perfected Movement.Zenobaal can move across vertical surfaces and liquids during his turn without falling. He can stand from prone by spending 5 feet of movement and does not provoke opportunity attacks when he moves out of an enemy's reach after making a melee attack.
Frightful Presence.Zenobaal's Frightful Presence extends to creatures of his choice within 240 feet. A creature that fails the saving throw is frightened for 1 minute and repeats the save at the end of each of its turns, ending the effect on itself on a success.
Inscribed Continuance.If Zenobaal fails a concentration check, he can choose to expend one use of Hidecarved Deflection to succeed instead. He can use this trait twice per day.
The Prophecy Endures.Zenobaal regains spent Legendary Resistance and one expended breath weapon at dawn. Once per day, when he would be reduced to 0 hit points, he instead drops to 1 hit point, becomes invisible until the end of his next turn, and immediately moves up to his speed without provoking opportunity attacks.
Unshakable Doctrine.If Zenobaal starts his turn frightened, charmed, paralyzed, restrained, or stunned, he can end one such condition on himself.
Multiattack.Zenobaal makes one Bite attack, two Claw attacks, one Wing attack, and one Tail attack.
Bite.Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 20 () piercing damage plus 9 () cold damage.
Claw.Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 16 () slashing damage.
Tail.Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 18 () bludgeoning damage. If the target is Huge or smaller, it must succeed on a Strength saving throw or be pushed up to 20 feet and knocked prone.
Wing.Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 15 () bludgeoning damage. Each creature within 15 feet of Zenobaal must succeed on a Dexterity saving throw or take 13 () bludgeoning damage and fall prone.
Cold Breath.Zenobaal exhales freezing silver vapor in a 90-foot cone. Each creature in that area must make a Constitution saving throw, taking 72 () cold damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is restrained in supernatural ice until the end of its next turn. The ice melts immediately when Zenobaal uses this breath again.
Paralyzing Breath.Zenobaal exhales pale mist in a 90-foot cone. Each creature in that area must succeed on a Constitution saving throw or become paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Prophetic Step.Zenobaal moves up to his speed without provoking opportunity attacks. During this movement, he can move across vertical surfaces and liquids without falling. He can make one Claw attack at any point during this movement.
Declare the Inevitable.Zenobaal chooses up to three creatures he can see within 120 feet. Each target must make a Wisdom saving throw. On a failure, a target takes 27 () psychic damage and is frightened of Zenobaal until the end of its next turn. On a success, it takes half damage and is not frightened.
Change Shape.Zenobaal magically transforms into a humanoid or beast that is Medium or smaller, or back into his true form. His statistics are unchanged except for his size and movement. He reverts to his true form if he dies.
Hidecarved Deflection.When Zenobaal is hit by an attack, he adds 5 to his AC against that attack, potentially causing it to miss. If the attack still hits, he takes half the attack's damage. Zenobaal can use this reaction three times per round, but only once per attack.
Claw or Step.Zenobaal makes one Claw attack or uses Prophetic Step.
Disciplined Defiance.Zenobaal makes a Wisdom saving throw. On a success, he ends one effect on himself causing him to be charmed, frightened, paralyzed, restrained, or stunned.
Tail or Declaration (Costs 2 Actions).Zenobaal makes one Tail attack or uses Declare the Inevitable.
Walk Between Moments (Costs 2 Actions).Zenobaal moves up to half his speed and can move through creatures as if they were difficult terrain. The first creature he passes through must succeed on a Dexterity saving throw or take 18 () force damage.
Breath of the Foretold (Costs 3 Actions).Zenobaal uses Cold Breath or Paralyzing Breath, if available. If neither breath weapon is available, he makes one Bite attack.
Cantrips
GuidanceDivination— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
MessageTransmutation— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
1st level
Detect MagicDivination— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
2nd level
Misty StepConjuration— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
3rd level
ClairvoyanceDivination— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
4th level
Dimension DoorConjuration— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
5th level
Legend LoreDivination— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
6th level
True SeeingDivination— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
7th level
TeleportConjuration— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
8th level
Mind BlankAbjuration— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
9th level
ForesightDivination— Zenobaal can cast these spells without material components, using Wisdom as his spellcasting ability.
Visual sheet
Turn Zenobaal, the Prophecy Incarnate into a sheet
A high-res, share-ready sheet you can post or print.