Medium Humanoid (Drow, Elf), Lawful Neutral
Armor Class 20 (+2 studded leather)
Hit Points 165 (22d8 + 66)
Speed 30 ft., climb 30 ft.
STR
20 (+5)
DEX
22 (+6)
CON
16 (+3)
INT
19 (+4)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +10, DEX +11, CON +8
Skills Athletics +15, Intimidation +12, Perception +6, Survival +6
Damage Resistances Poison
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Elvish, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Drow Resilience. Zaknafein has advantage on saving throws against being charmed and poisoned, and magic can’t put him to sleep.

Legendary Resistance (1/Day). If Zaknafein fails a saving throw, he can choose to succeed instead.

Weapon Master. A melee weapon deals one extra die of its damage when Zaknafein hits with it (included in the attack).

Standing Leap. Zaknafein’s long jump is up to 25 feet and his high jump is up to 15 feet, with or without a running start.

Special Equipment. Zaknafein wears +2 studded leather armor and wields a +3 longsword and a +1 whip. He also carries six +1 daggers and five Sun Pellets (see "Actions" below).

Actions

Multiattack. Zaknafein makes three +3 Longsword attacks and one +1 Whip attack, or three +1 Dagger attacks.

+3 Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage when used with two hands.

+1 Whip. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (2d4 + 7) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

+1 Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d4 + 7) piercing damage in melee or 9 (1d4 + 7) piercing damage at range.

Sun Pellet. Zaknafein throws a ceramic ball that explodes in magical light at a point he can see within 100 feet of him. Each creature within a 20-foot-radius sphere centered on that point must make a DC 15 Constitution saving throw. On a failed save, a creature takes 42 (12d6) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any darkness that was created by a spell that overlaps with the burst of light is dispelled.

Spellcasting. Zaknafein casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Reactions

Parry. Zaknafein adds 5 to his AC against one melee attack roll that would hit him. To do so, Zaknafein must see the attacker and be wielding a melee weapon.

Uncanny Dodge. Zaknafein halves the damage that he takes from an attack that hits him. He must be able to see the attacker.

Legendary Actions

Zaknafein can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zaknafein regains spent legendary actions at the start of his turn.

Quick Step. Zaknafein moves up to his speed without provoking opportunity attacks.

Lunging Attack (Costs 2 Actions). Zaknafein makes one +3 Longsword attack that has a reach of 10 feet.

Quick Toss (Costs 2 Actions). Zaknafein makes two +1 Dagger attacks at range.

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2022 3:24:05 PM
55
11
--
Coming Soon
3/22/2022 3:28:20 PM
50
0
--
Coming Soon
3/22/2022 7:45:16 PM
51
0
--
Coming Soon
3/22/2022 7:56:25 PM
56
0
--
Coming Soon

Monster Tags: NPC

Habitat: ArcticUrban

Darthvenexus

Comments

Posts Quoted:
Reply
Clear All Quotes