Spellcasting. Zanith is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Zanith has the following spells prepared:
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Cantrips (at will): acid splash, create bonfire, poison spray, prestidigitation
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1st level (4 slots): mage armor, magic missile, unseen servant*
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2nd level (3 slots): cloud of daggers, misty step, web
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3rd level (3 slots): fireball, stinking cloud
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4th level (3 slots): Evard’s black tentacles, stoneskin
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5th level (2 slots): cloudkill,
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6th level (2 slots): conjure elemental
Legendary Resistance (3/Day). If Zanith fails a saving throw, she can choose to succeed instead.
Fire Form. Zanith can move through a space as narrow as 1 inch wide without squeezing. A creature that touches her or hits her with a melee attack while within 5 feet of it takes 6 (1d10) fire damage and 6 (1d10) necrotic damage. In addition, the Zanith can enter a hostile creature's space and stop there. The first time she enters a creature's space on a turn, that creature takes 5 (1d10) necrotic damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Born to Flame. Zanith has connected to the plane of fire so deeply that she heals from the fire damage she would have taken along with fire spells and abilities she uses treats immunity to fire as resistance and fully ignores resistance.
Master of Elemental Beast. When Zanith conjures creatures with magic she summons an additional creature along with conjured creatures under Zaniths control have an increase in their health, ac, damage, and saving throws equal to the amount of summoned creatures.
Frightful Presence. Each creature of Zanith's choice that is within 120 feet of Zanith and aware of her must succeed on a DC 19 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Zanith's Frightful Presence for the next 24 hours.
Zanith makes three attacks with her fire chains and if she has access to it she may use her flame burst.
Fire Chains. Melee Weapon Attack: +8 to hit, reach 10 ft. one target. Hit: 28 (4d8 + 10) slashing damage and 11 (2d10) fire damage and the target is set on fire and takes 6 (1d10) necrotic damage at the start of their turn unless they use an action to put it out.
Flame Burst (Recharge 5–6). Zanith exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage and catch on fire on a failed save, or half as much damage and not catch flame on a successful one. If Zanith takes cold damage she may as a reaction or legendary action to fire a flame burst but the assailant must be included within the range.
Shape Change. As a bonus action, Zanith magically polymorphs into an elemental or her beast that has a challenge rating no higher than half of her own, or back into her true form. It reverts to its true form if it dies. In this new form, Zanith retains her alignment, resistances, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form. She may use this ability twice per long rest.
Zanith 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. Zanith regains spent legendary actions at the start of its turn.
Detect. Zanith makes a Wisdom (Perception) check.
Chain Attack. Zanith makes a chain attack.
Absorb Magic (Costs 2 Actions). Zanith may make a spellcasting check (+11) against the target's spell DC. If she succeeds she gains the magical effect.
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