Zhenu

Small elemental, neutral evil

Armor Class 13 (shield)
Hit Points 9 (2d6+2)
Speed 40 ft., Swim 120 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 5 (-3) 9 (-1) 7 (-2)

Condition Immunities poisoned
Damage Resistances cold, poison
Senses passive Perception 9
Languages Aquan
Challenge 1/8 (25 XP)

SPECIAL TRAITS

  • Fire Vulnerability. Zhenu take double damage from fire.
  • Elemental Water. The zhenu cannot drown and does not need to breathe air.
  • Water Shield. The zhenu’s shield has slight magic in it. While it acts as a normal shield in most situations, its power activates should the wielder suffer a critical hit. At that point, the shield liquifies and reacts to the blow, turning the critical hit into a miss. This destroys the shield. When a zhenu is slain, there is a 1 in 10 chance that its shield remains intact, allowing it to be wielded by anyone until destroyed.

ACTIONS

  • Water Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

ABOUT

The zhenu are rare, strange creatures born of the elements. Small, ranging only 3 feet high, these barrel-chested creatures are strangely humanoid in shape, with long arms and squat legs. Their heads are narrow, hairless, and flat. Narrow eyes and a long nose make the face seem taller than it is. The zhenu have but three fingers on each of their toes and hands. It is difficult to see the zhenu, for their whole bodies, gear and all, seem to be a white-blue in color and they blend with the dark storms that give them birth. They carry small, thick round shields and short swords whose blades are narrow at the hilt and wide at the tip.

Ravaging Water. The zhenu are water elementals carried on the winds. They are borne of violent storms and take form only after the water has gathered in puddles and pools. In swamps, near streams, rivers, ponds, and lakes, they form all the faster, for the greater the groundwater, the more substance for them. For all practical purposes, they have corporal bodies. Fighters can take multiple swings at them, stabbing them or bludgeoning them does damage. When killed, they fall to the ground like so much water; there they lay dormant until they rejoin the wind. They never enter indoors, including inside wagons, huts, tents, and tiny hut. If they die in such a place, they are not reborn but dry, passing from the earth.

Hatred of Sentients. They are very aggressive, attacking any human, demi-human, humanoid, giant, or similar creature they encounter. They never attack druids, sensing in them the hint of their maker. The zhenu attack the moment they form from the water. They do not attack with any clear purpose or target; they do not use any tactics. The zhenu have little mind for anything and will not help their fellows. As soon as they kill a victim, they turn to the next nearest.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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