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

Other data

description