Large Humanoid, Lawful Evil
Armor Class 20
Hit Points 158 (15d10 + 75)
Speed 30 ft., fly 60 ft.
STR
22 (+6)
DEX
2 (-4)
CON
20 (+5)
INT
20 (+5)
WIS
19 (+4)
CHA
16 (+3)
Saving Throws STR +11, CON +10, INT +10, CHA +8
Skills Arcana +15, Deception +13, History +10, Persuasion +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Petrified, Poisoned
Senses Passive Perception 14
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. Zachariah Mroz is a 9th level spellcaster. His spell casting ability is Intelligence(spell save DC 18, +10{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following Artificer spells prepared:

Cantrips (at will): fire bolt, mending, prestidigitation

1st level (4 slots): [Tooltip Not Found], absorb elements, shield, thunderwave
2nd level (3 slots): enlarge/reducevortex warp
3rd level (3 slots): mirror image, shatter
4th level (1 slot): Otiluke's Resilient Sphere

Actions

Multiattack. Zachariah Mroz uses his Flame Thrower (if available) and then uses his slam attack or lightning launcher attack twice. 

Slam. Melee weapon attack+11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage.

Lightning Launcher. Ranged Weapon Attack+10 to hit, range 90/300 ft., one target. Hit: 14(3d6 + 5) lightning damage.

Flame Thrower.(Recharge 5–6). Zachariah unleashes  a burst of fire in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 18 (6d6) fire damage on a failed save, or half as much damage on a successful one. 

Bonus Actions

Boots of the Winding Path. Zachariah teleports up to 15 feet to an unoccupied space he can see.

 

Steady Aim. Zachariah gives himself advantage on his next ranged attack roll. Zachariah can only use this bonus action if he has not used any movement on this turn, and his speed becomes zero until the end of turn after he uses this bonus action.

Legendary Actions

Zachariah 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. Zachariah regains spent legendary actions at the start of his turn.

 

Move (1 action). Zachariah moves up to his speed without provoking opportunity attacks.

Attack (1 action) Zachariah makes one Slam or Lightning Launcher Attack.

Spell (2 actions). Zachariah casts a spell.

Smolder (3 actions). Zachariah makes a persuasion check against one creature he can see within range, which is contested by an insight check. If the creature is presently hostile towards Zachariah, they make the check with advantage. If Zachariah wins the check, the creature becomes charmed by him until the end of Zachariah's next turn.

Description

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Farfigschiter

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