Monster
Donaar Blit'zen
Outside your table’s allowed sources
Official reference · AI · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 18 (plate armor)
- Hit points
- 45 (7d8 + 14)
- Speed
- Walk 30 ft.
- Challenge rating
- 3
- Alignment
- Chaotic Good
- Strength
- 17
- Dexterity
- 8
- Constitution
- 14
- Intelligence
- 10
- Wisdom
- 10
- Charisma
- 16
- Passive Perception
- 10
- Saving Throws
- wis: +2; cha: +5
- Skills
- history: +2; insight: +2; intimidation: +5; persuasion: +5
- Languages
- Common, Draconic, Orc
- Resistances
- acid
Traits
Champion Challenge (Recharges after a Short or Long Rest)
As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is incapacitated or dies, or if the creature is moved more than 30 feet away from him.
Actions
Multiattack
Donaar makes two attacks with his greatsword or his whip.
Greatsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll.
Whip
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Acid Vomit
Donaar regurgitates acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following paladin spells prepared:
Spell slots: 1: slots: 4; spells: command, compelled duel, cure wounds, wrathful smite; 2: slots: 2; spells: aid, branding smite, lesser restoration, warding bond, zone of truth