Magic Resistance. Zalryr has advantage on saving throws against spells and other magical effects.
Innate Spellcasting: Zalryr's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: Detect Magic, Dispel Magic, Telekinesis
- 2/day each: Counterspell, Fear, Teleport
- 1/day each: Plane Shift, Power Word Stun
Multiattack. Zalryr makes two Eldritch Blast attacks.
Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 14 (3d8) force damage.
Mind Blast (Recharge 5-6): Zalryr emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 36 (8d8) psychic damage and be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Zalryr can take 2 legendary, choosing from the options below. Only legendary action option can be used a time and only at the end of another creature's turn. Zalryr regains spent legendary actions at the start of its turn.
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Detect: Zalryr makes a Wisdom (Perception) check.
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Eldritch Blast: Zalryr makes one Eldritch Blast attack.
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Teleport (Costs 2 Actions): Zalryr magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.







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