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
STR
1
−5
DEX
17
+3
CON
14
+2
INT
16
+3
WIS
10
+0
CHA
11
+0

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

Other data

description