Fazrian
Waterdeep: Dungeon of the Mad Mage p. 275
- Size
- Large
- Type
- celestial
- Alignment
- lawful good
- AC
- 19 (natural armor)
- Hit Points
- 200 (16d10+112)
- Speed
- walk 40 ft., fly 120 ft.
- Saving Throws
- Con +12, Wis +11, Cha +12
- Skills
- Perception +11
- Resistances
- radiant; bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- charmed, exhaustion, frightened
- Senses
- truesight 120 ft.
- Passive Perception
- 21
- Languages
- all, telepathy 120 ft.
- Challenge
- 16
STR
24
+7
DEX
20
+5
CON
24
+7
INT
19
+4
WIS
22
+6
CHA
25
+7
Traits
Angelic Weapons
Fazrian's weapon attacks are magical. When Fazrian hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness
Fazrian knows if it hears a lie.
Magic Resistance
Fazrian has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
Fazrian's spellcasting ability is Charisma (spell save DC 20). Fazrian can innately cast the following spells, requiring no material components:
- At will: detect evil and good, invisibility (self only)
- 3/day each: blade barrier, dispel evil and good, flame strike, raise dead
- 1/day each: commune, control weather, insect plague
Actions
Multiattack
Fazrian makes two melee attacks.
Greatsword
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Spells
detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague