Medium Humanoid (Shadar-Kai), Lawful Neutral
Armor Class 18 breast plate
Hit Points 99 (10d10 + 33)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws STR +4, WIS +4, CHA +9
Skills Athletics +4, Intimidation +9, Perception +4
Damage Resistances Necrotic
Condition Immunities Frightened
Senses Darkvision, Passive Perception 14
Languages Common, Elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Action Surge (1/day). On Zahar's turn, he can take one additional action.

Contingency (1/day). Whenever Zahar rolls initiative, his armor casts Shadow of Moil without expending a spell slot.

Devil's Sight. Zahar can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Fey Ancestry. Zahar has advantage on saving throws he makes to avoid or end the charmed condition on himself.

Pact Magic. Zahar is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Zahar has following Warlock spells prepared:
Cantrips (at will): Eldritch Blast
4th level (2 slots): Armor of Agathys, Darkness, Hellish Rebuke, Hex, Hold Person, Major Image, Fear, Shadow of Moil

Unleash Incarnation (3/day). Zahar can heighten his echo's fury. Whenever Zahar takes the Attack action, he can make one additional melee attack from the echo's position.

Actions

Action Name. Zahar makes two attacks with Soulcarver or two attacks with Eldritch Blast.

Soulcarver. Melee Weapon Attack: +11 to hit, reach 5 ft., 1d10+9 slashing damage and 1d10 necrotic damage. Additionally, Zahar gains temporary hit points equal to the necrotic damage dealt.

Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., 1d10+5 force damage.

Bonus Actions

Blessing of the Raven Queen (4/day). As a bonus action, Zahar can magically teleport up to 30 feet to an unoccupied space you can see. Zahar also gain resistance to all damage when he teleports using this trait. The resistance lasts until the start of his next turn. During that time, Zahar appears ghostly and translucent.

Hexblade's Curse (1/day). As a bonus action, choose one creature Zahar can see within 30 feet. The target is cursed for 1 minute. The curse ends early if the target dies, Zahar dies, or Zahar areisincapacitated. Until the curse ends, Zahar gain the following benefits:

  • Zahar gains a +4 bonus to damage rolls against the cursed target.
  • Any attack roll Zahar makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, Zahar regains 12 hit points.

Manifest Echo. Zahar can use a bonus action to magically manifest an echo of himself in an unoccupied space you can see within 15 feet. This echo is a magical, translucent, gray image of Zahar that lasts until it is destroyed, until he dismisses it as a bonus action, until he manifests another echo, or until he is incapacitated.

Zahar's echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses Zahar's saving throw bonus for the roll. It is the same size as him, and it occupies its space. On Zahar's turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from Zahar at the end of his turn, it is destroyed.

  • As a bonus action, Zahar can teleport, magically swapping places with his echo at a cost of 15 feet of your movement, regardless of the distance between the them.
  • When Zahar takes the Attack action on his turn, any attack he make with that action can originate from his space or the echo's space. He makes this choice for each attack.
  • When a creature that Zahar can see within 5 feet of your echo moves at least 5 feet away from it, Zahar can use his reaction to make an opportunity attack against that creature as if he were in the echo's space.

Second Wind (1/day). Zahar can use a bonus action to regain hit points equal to 1d10 + 3.

 

Reactions

Tomb of Levistus (1/day). As a reaction when Zahar takes damage, he can entomb himself in ice, which melts away at the end of his next turn. He gains 70 temporary hit points, which take as much of the triggering damage as possible. Immediately after Zahar takes the damage, he gains vulnerability to fire damage, his speed is reduced to 0, and he is incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Legendary Actions

Zahar is the champion of the Raven Queen, and has 2 Legendary Actions that refresh on the start of his turn.

Soulcarver (Costs 1 Action). Zahar may make an attack with Soulcarver.

Eldritch Blast (Costs 1 Action). Zahar may cast Eldritch Blast.

 

Pact Magic (Costs 2 Actions). Zahar may cast one spell.

Wilverine55

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