A generic Higher-Level commander of the Zhentarim special forces from Zhentil Keep engaged with the Hillsfar army in the vicinity of Yulash.
- Cantrips (at will): Fire Bolt, Light, Minor Illusion, Sword Burst
- 1st-level (4 slots): Burning Hands, Charm Person, Detect Magic, Magic Missile, Sleep, Thunderwave
- 2nd-level (3 slots): Invisibility
- 3rd-level (3 slots): Lightning Bolt
- 4th-level (3 slots): Polymorph, Stoneskin
- 5th-level (1 slots): Wall of Force
Bolstering Performance: (No Action). After a Short or Long Rest, the Character gives a performance. When they do, up to six allies (which can include themselves) within 30 ft. of them gain 12 Temporary HP.
Sculpt Spells: (Special). When The Character casts an Evocation spell that affects other creatures they can see, they can choose a number equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws, and take no damage if they would normally take half on a successful save.
Magic Items. Bracers of Defense, one Potion of Healing (Greater).
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.
Staff. (Arcane Focus) Melee Weapon Attack: +4 to hit, one target. Hit 1h: 3(1d6) bludgeoning damage or Hit 2h: 4(1d8) bludgeoning damage, Simple, Versatile, Topple
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 11). On a failed save, the creature has the Prone condition.
Spells. Fire Bolt Spell Attack: +6 to hit, range 120 ft., Hit: 10(2d10)(2d10) fire damage, V/S.
Unarmed Strike. You make a melee attack that involves using your body to deal one of the following effects:
Damage: You make an attack roll against the creature, Melee Attack: +4 to hit, one target. 1 Bludgeoning damage.
Grapple: The target must succeed on a DC 12 Str./Dex. (it chooses which) saving throw or it has the Grappled condition.
Shove: The target must succeed on a DC 12 Str./Dex. (it chooses which) saving throw or you can either push it 5 ft. away or cause it to have the Prone condition.
Opportunity Attack. The Character can make an Opportunity Attack when a creature that they can see leaves their reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, they take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves the Character`s reach.
Avoiding Opportunity Attack. The Character can avoid provoking an Opportunity Attack by taking the Disengage action. They also don't provoke an Opportunity Attack when they teleport or when they are moved without using their movement, action, Bonus Action, or Reaction. For example, they don't provoke an Opportunity Attack if an explosion hurls them out of a foe's reach or if they fall past an enemy.
Description
Generic NPC, a member of the Zhentarim army special forces operating in the vicinity of Yulash (From FRC-2 Curse of the Azure Bonds) so the year in the Forgotten Realms is about 1357 DR.)
This is one of the Zhentarim`s higher-ranking mages, as such he is answerable directly only to Manshoon or Fzoul.
(This NPC was created using the new 2024 edition of the rulebook though the information is from old 2e sources.)
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