THE SHARED REFERENCE Adventurer

Monster

Zindar

Outside your table’s allowed sources

Official reference · ToA · 2014

Creature type
Humanoid
Size
Medium
Armor class
13 (natural armor)
Hit points
110 (17d8 + 34)
Speed
Walk 30 ft.
Challenge rating
8
Alignment
Lawful Good
Strength
14
Dexterity
10
Constitution
14
Intelligence
16
Wisdom
15
Charisma
18
Passive Perception
12
Saving Throws
con: +5; wis: +5
Skills
arcana: +6; history: +9; insight: +5; investigation: +9
Senses
blindsight 10 ft., darkvision 60 ft.
Languages
Common, Draconic, Dwarvish, Primordial
Resistances
fire

Traits

Dragon Wings

As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action.

Actions

Quarterstaff

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands.

Breath Weapon (Recharge 5–6)

Zindar uses one of the following options:

Fire Breath

Zindar exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath

Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting

Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells:

Spell slots: 0: spells: fire bolt, friends, light, mage hand, mending, message; 1: slots: 6; spells: magic missile, shield, sleep; 2: slots: 4; spells: detect thoughts, knock; 3: slots: 3; spells: clairvoyance, tongues; 4: slots: 3; spells: dominate beast, stoneskin; 5: slots: 3; spells: hold monster, telekinesis; 6: slots: 1; spells: true seeing; 7: slots: 1; spells: fire storm

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