Trenzia
Waterdeep: Dungeon of the Mad Mage p. 32
- Size
- Tiny
- Type
- undead
- Alignment
- neutral evil
- AC
- 13
- Hit Points
- 40 (9d4+18)
- Speed
- walk 0 ft., fly 40 ft.
- Skills
- Arcana +5, Perception +2
- Resistances
- lightning, necrotic, piercing
- Immunities
- cold, fire, poison
- Condition Immunities
- charmed, frightened, paralyzed, poisoned, prone
- Senses
- darkvision 60 ft.
- Passive Perception
- 12
- Languages
- Common
- Challenge
- 4
- Environment
- underdark
Traits
Illumination
Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance
Trenzia has advantage on saving throws against spells and other magical effects.
Rejuvenation
If Trenzia is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting
Trenzia is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. Trenzia has the following wizard spells prepared:
- Cantrips (at will): mage hand
- 1st level (3 slots): magic missile, shield
- 2nd level (2 slots): blur, flaming sphere
- 3rd level (1 slots): fireball
Actions
Multiattack
Trenzia uses Fire Ray twice.
Fire Ray
Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
Spells
mage hand, magic missile, shield, blur, flaming sphere, fireball
Spell Slots
3,2,1