Medium Humanoid, Lawful Good
Armor Class 23 Infused Arcane Mizzium Plate Armor +3
Hit Points 165 (22d8 + 66)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
24 (+7)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws INT +14, WIS +12
Skills Arcana +14, History +14, Investigation +14, Religion +14, Sleight of Hand +11
Senses Passive Perception 15
Languages Common, Draconic, Primordial, Vedalken
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Vedalken Dispassion. Zudrann has advantage on all Intelligence, Wisdom, and Charisma Saving Throws.

Partially Amphibious. Zudraann can breathe underwater for up to 1 hour. Once they've reached that limit, they can't use this trait again until they finish a long rest.

Tireless Precision. Zudraann adds 1d4 to all Investigation and Smith's Tools checks

Mizzium Armor. Any critical hit against Zudraann becomes a normal hit. In addition, when they are subjected to a magical effect that allows them to make a Strength or Constitution saving throw to take only half damage, they instead take no damage if they succeed on the saving throw.

Helm of Awareness. Zudraann has advantage on initiative rolls. In addition, they can’t be surprised, provided they aren't incapacitated.

Minor Alchemy. Zudraann can perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes they spend performing the procedure, they can transform up to 1 cubic foot of material. After 1 hour, or until they lose their concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Shapechanger. Zudraann can cast Polymorph without expending a spell slot. When they cast the spell this way, they can target only themself and transform into a beast whose challenge rating is 1 or lower. This ability can be used once, recharging on a short or long rest.

Transmuter's Stone. Zudraann has a Transmuter's Stone and can use all the abilities listed under the "Transmuter's Stone" and "Master Transmuter" features of the School of Transmutation subclass for the Wizard.

Spellcasting. Zudraann's spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). They have the following spells prepared:
Cantrips (at will):  Chill Touch, Fire Bolt, FrostbiteLight, Lightning LureMage Hand, MendingMessage, Mind Sliver, Ray of Frost, Shocking Grasp
1st level (4 slots): Chaos Bolt, Feather Fall, Magic MissileSanctuary, Thunderwave
2nd level (4 slots): Aid, Enhance Ability, Mirror ImageRope Trick, Shatter
3rd level (4 slots): Call LightningCounterspell, Elemental Weapon, Glyph of Warding, Hypnotic PatternLightning BoltRevivifySendingTongues, Water Walk
4th level (4 slots): Evard's Black TentaclesFabricate, Fire ShieldFreedom of Movement, Greater InvisibilityMordenkainen's Private SanctumOtiluke's Resilient Sphere
5th level (4 slots): Animate ObjectsCone of Cold, Greater RestorationPasswallTelekinesis
6th level (3 slots): Chain LightningGlobe of InvulnerabilitySunbeamTrue Seeing
7th level (3 slots): Delayed Blast Fireball, ForcecagePlane Shift (Zudraann has rods attuned to every major plane), Teleport
8th level (3 slots): Demiplane, Sunburst
9th level (2 slots): Blade of Disaster, Time Stop

Completed Spellbook. Zudraann has every non-dunamancy spell on the wizard spell list in their spellbook and can cast any spell on the wizard spell list with the ritual tag as a ritual.

Actions

Multiattack. Zudraann makes two Thunder Gauntlet attacks

Thunder Gauntlets. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit: 13 (1d8 + 9) thunder damage, target has disadvantage on attacks against targets other than Zudraann until the start of Zudraann's next turn.

Stone of Cure Wounds. Zudraann casts Cure Wounds without expending a spell slot or requiring components. This ability can be used 7 times, recharging on a long rest.

Bonus Actions

 Defensive Field. Zudraann gains 14 temporary hit points. This ability can be used 7 times, regaining all expended uses on a long rest.

Reactions

Flash of Genius. When Zudraann or another creature they can see within 30 feet of them makes an ability check or a saving throw, they can use a reaction to add 7 to the roll. This feature can be used 7 times, recharging on a long rest.

Guardian. When a Huge or smaller creature Zudraann can see ends its turn within 30 feet of them, they can use their reaction to magically force the creature to make a DC 22 Strength saving throw, pulling the creature up to 30 feet toward them to an unoccupied space. If they pull the target to a space within 5 feet of you, they can make a melee weapon attack against it as part of this reaction. This ability can be used 7 times, recharging on a long rest.

Description

 

 
Qaos_System

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