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Dezmyr Shadowdusk
- STR
- 20 (+5)
- DEX
- 11 (+0)
- CON
- 20 (+5)
- INT
- 12 (+1)
- WIS
- 16 (+3)
- CHA
- 18 (+4)
Dezmyr has advantage on saving throws against spells and other magical effects.
Unless Dezmyr is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Dezmyr is a 19th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She has the following paladin spells prepared:
Level 1 (4 slots): command, compelled duel, searing smite
Level 2 (3 slots): hold person, magic weapon
Level 3 (3 slots): dispel magic, elemental weapon
Level 4 (3 slots): locate creature, staggering smite
Level 5 (2 slots): destructive wave (necrotic)
Actions
Dezmyr makes three longsword attacks.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.
Dezmyr hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Bonus Actions
As a bonus action on her turn, Dezmyr can warp reality, undoing damage dealt to herself or another creature that she can see within 20 feet of her. The beneficiary of this warped reality instantly regains 10 hit points.
Reactions
Dezmyr adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
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Source: Waterdeep: Dungeon of the Mad Mage, p. 287 - Licenses and attribution