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.
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