Armor Class
16
(natural armor)
Hit Points
93
(11d10 + 33)
Speed
30 ft.
STR
12
(+1)
DEX
8
(-1)
CON
20
(+5)
INT
18
(+4)
WIS
11
(+0)
CHA
5
(-3)
Saving Throws
CON +8, INT +7, WIS +3
Skills
Deception +5, Intimidation +5, Perception +4, Performance +5, Sleight of Hand +6
Damage Vulnerabilities
Cold, Force, Radiant, Thunder
Damage Resistances
Acid, Fire, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities
Psychic
Condition Immunities
Deafened, Restrained
Senses
Darkvision 60 ft., Passive Perception 14
Languages
Undercommon
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Sense Magic. Zall senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Spellcasting. Zall is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Zall has following spells prepared:
Cantrips (at will): Lightning Lure, Infestation
1st level (4 slots): Charm Person, Bane, Sleep
2nd level (3 slots): Warding Wind, Jim's Glowing Coin
3rd level (2 slots): Melf's Minute Meteors, Fear







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