Medium Humanoid (Drow), Neutral
Armor Class 18 Unarmored defense
Hit Points 157 (21d8 + 63)
Speed 50 ft.
STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +9, CON +7, WIS +8
Skills Acrobatics +9, Perception +8, Stealth +9
Damage Resistances Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight, Passive Perception 18
Languages Common, Elvish, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The monk's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

  • At will: dancing lights
  • 1/day each: darkness, faerie fire

Evasion. If Zirra is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success and half damage on a failure.

Unarmored Defense. While Zirra is wearing no armor and not wielding a shield, its AC includes its Wisdom modifier.

Ki (25 points). The monk uses its Ki points to fuel various abilities.

Actions

Multiattack. Zirra makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 5) bludgeoning damage, plus 3 (1d6) fire damage.

Fire Jet (2 Ki Points). Zirra exhales a jet of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw (DC 16), taking 22 (4d10) fire damage on a failed save, or half as much on a successful one.

Flames of the Phoenix (4 Ki Points). Zirra creates a 20-foot-radius sphere of fire centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw (DC 16), taking 35 (10d6) fire damage on a failed save, or half as much on a success. The fire ignites flammable objects in the area that aren't being worn or carried.

Burning Fist (1 Ki Point). Until the end of Zirra's turn, all unarmed strikes deal an additional 7 (2d6) fire damage.

 

Bonus Actions

Stunning Strike. Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Step of the Wind (1 Ki Point). Zirra can use Dash or Disengage as a bonus action.

Reactions

Fiery Reprisal (3 Ki Points). When a creature within 5 feet of Zirra hits her with a melee attack, Zirra can use her reaction to deal 14 (4d6) fire damage to the attacker.

Description

Appearance: Zirra Emberhand is a hauntingly beautiful and enigmatic figure whose presence commands awe and fear. Her fiery red eyes burn with an intense inner flame, partially obscured by her dark hood and long jet-black hair. Her black and crimson robes are adorned with intricate arcane symbols glowing faintly like embers, hinting at her mastery of flame. Her hands are perpetually wreathed in smoldering heat, ready to unleash destruction.

Personality: Zirra is a calculating mercenary, driven by a desire for power and recognition within the Slayer's Take. She is cold and pragmatic, showing little mercy to her enemies. However, she harbors a quiet respect for strength and cunning, which she values above all else. While not inherently cruel, Zirra’s actions often align with her own self-interest.

Lore:
Zirra Emberhand rose from humble beginnings in the Underdark, honing her skills as a fighter and survivor. Her fiery abilities set her apart from her peers. After joining the Slayer’s Take, Zirra carved out a reputation as a deadly and reliable mercenary, specializing in high-risk contracts deep within the dangerous caverns of the Underdark. She is both feared and respected, a figure of myth whispered about in the shadows.

Zirra is an ideal opponent for a party delving into the Underdark, particularly if they attract the attention of the Slayer’s Take. Her fiery abilities and teleportation make her a challenging and dynamic enemy.

dm_Eras

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