Medium Humanoid (Any Race), Typically Lawful Evil
Armor Class 11 Bracers of Defense
Hit Points 56 (9d6)
Speed 30 ft.
STR
11 (+0)
DEX
8 (-1)
CON
14 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws INT +6, WIS +6
Skills Arcana +6, Athletics +4, History +10, Insight +6, Intimidation +6, Religion +6
Senses Passive Perception 13
Languages Common, Draconic, Tharian
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

A generic Higher-Level commander of the Zhentarim special forces from Zhentil Keep engaged with the Hillsfar army in the vicinity of Yulash.

Spellcasting. The Character can cast prepared wizard spells using Intelligence as their spellcasting modifier (Spell Save DC 14, Spell Attack +6) and wizard spells in their spellbook as rituals if they have the ritual tag. They can use an arcane focus as a spellcasting focus. They have the following spells prepared.
 
Ritual Spells. Detect Magic(1st)
 
Arcane Recovery: (Special). Once per Long Rest, The character can choose expended spell slots to recover when they finish a Short Rest. The spell slots can have a combined level up to 5.

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).

Actions
Dagger. (has 2), Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 3(1d4) piercing damage, Simple, Finesse, Light, Thrown, Nick, Range

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.

Bonus Actions
Two-Weapon Fighting. When the Character takes the Attack action on their turn and attacks with a Light weapon, they can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and they don't add their ability modifier to the extra attack's damage unless that modifier is negative. For example, they can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but they don't add their Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative
 
Quick Search. The Character can take the Search action as a Bonus Action.
Reactions

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.)

Monster Tags: NPChumanoidleadersoldier

Habitat: ArcticCoastalForestGrasslandHillMountainUrban

AsbelMcTalisker

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