Feydark Contacts. Zyrenth has advantage on Charisma (Deception) and Charisma (Persuasion) checks to influence creatures native to the Feydark or involved in illegal magical trade.
Innate Spellcasting. Zyrenth’s spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:
• At will: Dancing Lights, Mage Hand
• 1/day each: Darkness, Faerie Fire, Levitate (self only)
Magic Resistance. Zyrenth has advantage on saving throws against spells and magical effects.
Sunlight Sensitivity. While in sunlight, Zyrenth has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Master Duelist. Zyrenth can use his reaction to add 4 to his AC against a single melee attack that would hit him, potentially causing the attack to miss.
Tactician’s Orders (Recharge 5–6). As a bonus action, Zyrenth can shout a command to up to three allies within 60 feet. Each ally gains advantage on its next attack roll or saving throw.
Multiattack. Zyrenth makes three attacks: two with his Shadow Sabre and one with his dagger.
Shadow Sabre. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Ensnaring Bolt (Recharge 5–6). Zyrenth fires a bolt of energy infused with fey magic.
Ranged Spell Attack: +7 to hit, range 120 ft., one target.
Hit: 16 (3d10) force damage, and the target must succeed on a DC 15 Strength saving throw or be restrained for 1 minute. While restrained, the target takes 5 (1d10) force damage at the start of each of its turns.
Parry. Zyrenth adds 3 to his AC against one melee attack that would hit him.
Cruel Opportunist. When a creature within 5 feet of Zyrenth is incapacitated, Zyrenth can make a melee weapon attack against the incapacitated creature as a reaction.
Description
Captain Zyrenth is a grizzled and scarred drow with ebony skin, silver hair tied back in braids, and glowing red eyes. He commands a magical ship that sails the chaotic tides of the Feywild. Zyrenth is ruthless and pragmatic, capturing rare creatures to sell to unscrupulous buyers. He thrives in the shadowy trade between the Feywild and the Feydark.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Zyrenth can use a lair action in his feywild ship to do one of the following:
• Cloying Darkness. Magical darkness (as if from the Darkness spell) emanates from a point Zyrenth chooses within the ship. The area lasts until initiative count 20 on the following round.
• Binding Vines. Enchanted vines sprout from the ship’s walls and floor. Each creature Zyrenth chooses within 30 feet must succeed on a DC 15 Dexterity saving throw or be restrained.
Previous Versions
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2/16/2025 9:02:34 PM
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Coming Soon
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