Zindar

Medium Humanoid (Half-dragon), Lawful Good

STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
18 (+4)
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.

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:

Cantrips (at will): fire bolt, friends, light, mage hand, mending, message

Level 1 (6 slots): magic missile, shield, sleep

Level 2 (4 slots): detect thoughts, knock

Level 3 (3 slots): clairvoyance, tongues

Level 4 (3 slots): dominate beast, stoneskin

Level 5 (3 slots): hold monster, telekinesis

Level 6 (1 slots): true seeing

Level 7 (1 slots): fire storm

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.

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Zindar

Source: Tomb of Annihilation, p. 239 - Licenses and attribution