Medium Elemental, Neutral
Armor Class 8
Hit Points 26 (4d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
6 (-2)
CON
12 (+1)
INT
9 (-1)
WIS
11 (+0)
CHA
11 (+0)
Skills Athletics +5, Nature +2, Perception +6, Stealth +1
Damage Resistances Cold
Senses Passive Perception 14
Languages Common, Elvish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Adrenaline Surge. At the Start of Zainas Turn she can Choose one Creature within 30 ft of her. Until the start of her next turn she is Frightened of that Creature and her Walking Speed is Doubled.

Hardy. Zaina has an Additional hitpoint for Every Hitdie she Possesses.

Vulnerability to Countermagic. If Zaina is Targeted by the Dispel Magic spell or enters an Antimagic Field she must make a successful Constitution Saving Throw against the Casters Spell save DC or Become Incapacitated until the end of her Next turn

Actions

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Inherent Magic. Zaina Can cast the Following Spells, Constitution is her Spellcasting Ability (DC 12, +4 to hit):

At Will: Ray of Frost

1/Day Each: Absorb Elements, Ice Knife, (a Sorcerer Spell of Zainas Choice that is 3rd Level or Lower)

Bonus Actions

Infuse Energy (Recharge 6)When Zaina Casts a Spell that Deals Cold Damage she can Select 1 Target and Infuse them with Cold Energy causing them to take 6 Cold Damage at the start of each of their turns for 1 Minute

Description

Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.

Megas Puppet

Monster Tags: NPC

Habitat: DesertUrban

Erikson

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