Medium Humanoid (Fire Genasi, Sorcerer), Chaotic Good
Armor Class 10 (13 with mage armor)
Hit Points 27 (5d6 + 10)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws CON +4, CHA +5
Skills Acrobatics +3, Insight +4, Performance +6, Persuasion +6
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Ignan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. Zanther's innate spellcasting ability is Charisma. He can innately cast the following spells (spell save DC 12), requiring no material components:

At will: produce flame
1/day each: burning hands, flame blade

Spellcasting. Zanther is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has following Sorcerer spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusionprestidigitation
1st level (4 slots): chromatic orb, detect magic, mage armor, silent image, thunderwave
2nd level (3 slots): flaming sphere, gust of wind, kinetic jaunt, scorching ray
3rd level (2 slots): haste, water walk

Actions

Elemental Strike. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (Zanther’s choice).

Bonus Actions

Surge of Artistry (Recharge 4–6). Zanther moves up to his speed, surrounding himself with elemental magic as he moves. Until the end of his turn, Zanther can move through the space of other creatures. The first time Zanther enters a creature’s space on a turn, that creature must succeed on a DC 14 Dexterity saving throw or be knocked prone. If Zanther ends his turn in another creature’s space, Zanther takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

Description

One of the most popular students on campus, Zanther is a member of the Mage Tower Cheer Squad, and his exceptional athleticism has earned him the position as the squad’s primary flyer. As such, Zanther is launched into the air in elaborate cheering routines, much to the crowd’s delight.

Zanther has also joined the Intramural Gymnastics Club. Here he completes at rhythmic gymnastics in both ribbon as well as hoop. To further test himself and impress the judges, Zanther conducts his routines to a vast array of different musical styles and arrangements. When traveling around campus between classes, he shouts random affirmations of school spirit to everyone at large. Despite his peppy nature, Zanther is genuinely encouraging and in no way acts superior. If anything, he seems somewhat oblivious to his own popularity at Strixhaven.

Extracurriculars: Intramural Gymnastics Club, Mage Tower Cheer Squad

Job: None

Bond Boon: You enjoy a high social rank as a result of your association with Zanther. Most of your peers fall all over themselves to do you favors.

Bond Bane: No one on campus invites you to parties or events, although your friends receive invitations.

Dungeon_Senpai

Comments

Posts Quoted:
Reply
Clear All Quotes