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Zindar
- STR
- 14 (+2)
- DEX
- 10 (+0)
- CON
- 14 (+2)
- INT
- 16 (+3)
- WIS
- 15 (+2)
- CHA
- 18 (+4)
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.
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
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.
Zindar uses one of the following options:
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.
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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Source: Tomb of Annihilation, p. 239 - Licenses and attribution