Knower of Names, Breaker of Wills. Zamira has advantage on saving throws to maintain concentration on spells, and automatically succeeds on contests to control and command summoned creatures.
Dragon Mistress (Recharge 6). Zamira can use a bonus action on her turn to call a young dragon to her aid. The DM determines the type of dragon, which arrives in 1d4 rounds and acts as an ally of Zamira. Alternatively, Zamira can call an Azi Dahaka (Kobold Press' Creature Codex page 45), which arrives in 1d4+1 rounds and acts as her ally. If she does this, she cannot use the Dragon Mistress ability again until she completes a long rest.
Spellcasting. Zamira is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). Zamira can cast Fireball and Lesser Restoration at will, and has following spells prepared:
Cantrips (at will): Guidance, Sacred Flame, Toll the Dead, Word of Radiance
1st level (4 slots): Cure Wounds, Guiding Bolt, Inflict Wounds, Shield of Faith
2nd level (4 slots): Hellish Rebuke, Hold Person
3rd level (3 slots): Beacon of Hope, Summon Lesser Demon, Dispel Magic, Summon Shadowspawn, Spirit Guardians
4th level (3 slots): Banishment, Summon Greater Demon
5th level (3 slots): Flame Strike, Mass Cure Wounds, Infernal Calling, Dominate Person, Summon Celestial
6th level (2 slots): Planar Ally, Harm, Heal, summon fiend
7th level (2 slots): Conjure Celestial, Fire Storm, Divine Word
8th level (1 slot): Holy Aura, Dominate Monster
9th level (1 slot): Gate, Shapechange
Instant Summons. Zamira is a master of summoning spells, allowing her to cast any spell which Summons creatures to her as an action instead of the usual casting time for the spell.
Magic Resistance. Zamira has advantage on saving throws against spells and magical effects.
Magic Weapons. Zamira's weapon attacks are considered magical.
Legendary Resistance (3/day). If Zamira fails a saving throw, she can choose to succeed instead.
Fires of Vengeance (3/day). If damage would reduce Zamira to 0 hit points, she must make a Constitution saving throw (DC 5 + the damage taken). On a success, Zamira instead returns to 20 hit points. On a failure, she dies. This trait does not function if the damage is psychic, or originates from a critical hit.
Multiattack. Zamira makes three melee attacks, or makes one melee attack and casts one spell.
Rapier. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 8) piercing damage plus 18 (4d8) radiant damage.
Quarterstaff. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 11 (1d6 + 8) bludgeoning damage plus 18 (4d8) necrotic damage, or 12 (1d8 + 8) bludgeoning damage plus 18 (4d8) necrotic damage if wielded with two hands.
Graceful Gale. When attacked by an attack of opportunity while in flight, Zamira can use her reaction to impose disadvantage on any attacks of opportunity against her until the start of her next turn.
Parry. Zamira adds 4 to her AC against one melee attack that would hit her. To do so, Zamira must see the attacker.
Zamira an take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Melee Attack. Zamira can make one melee attack.
Move. Zamira moves up to her speed.
Cast Spell (Costs 2 actions). Zamira can cast any spell with a casting time of one action.
Description
An archmage of the now disbanded Council of Gnosis.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
1/23/2021 1:13:03 AM
|
104
|
1
|
--
|
Coming Soon
|
|
1/23/2021 2:53:23 AM
|
106
|
1
|
--
|
Coming Soon
|
Comments