Fey Ancestry. Zedarr has advantage on saving throws against being charmed, and magic can’t put the him to sleep.
Innate Spellcasting. Zedarr’s spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, Zedarr has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sneak Attack. Once per turn, Zedarr deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Zedarr that isn't incapacitated and Zedarr doesn't have disadvantage on the attack roll.
Unholy Smite. Once per turn, Zedarr deals an extra 13 (3d8) necrotic damage when he hits a target with a weapon attack.
Multiattack. Zedarr makes three Dire Flail attacks or casts a spell.
Dire Flail +2. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 4 (1d4) necrotic damage
Spellcasting. Zedarr casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
1/day each: Divine Favor, Shield of Faith, Aid
2/day each: Hellish Rebuke*, Inflict Wounds, Cure Wounds
Description
Zedarr T'sarran, brother of Dorina, is a Blackguard and unholy champion of Kiaransalee who embodies her doctrine of disproportionate retribution.
He is a terrifying figure in demonic black plate armor and wielding a dire flail he keeps moving too fast for the eye to see. Often accompanied by his fiendish displacer beast, Ripper.
Possessions. Mithril Plate, Dire Flail +2, Gauntlets of Ogre Strength
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