Zalthar Shadowdusk

Waterdeep: Dungeon of the Mad Mage p. 286

Size
Medium
Type
undead
Alignment
chaotic evil
AC
20 (plate armor, shield)
Hit Points
180 (19d8+95)
Speed
walk 30 ft.
Saving Throws
Dex +6, Wis +9, Cha +10
Immunities
necrotic, poison
Condition Immunities
exhaustion, frightened, poisoned
Senses
darkvision 120 ft.
Passive Perception
13
Languages
Abyssal, Common
Challenge
17
STR
20
+5
DEX
11
+0
CON
20
+5
INT
12
+1
WIS
16
+3
CHA
18
+4

Traits

Special Equipment

Zalthar wields a nine lives stealer longsword with 5 charges remaining.

Magic Resistance

Zalthar has advantage on saving throws against spells and other magical effects.

Marshal Undead

Unless Zalthar is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Spellcasting

Zalthar is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

  • 1st level (4 slots): command, compelled duel, searing smite
  • 2nd level (3 slots): hold person, magic weapon
  • 3rd level (3 slots): dispel magic, elemental weapon
  • 4th level (3 slots): locate creature, staggering smite
  • 5th level (2 slots): destructive wave (necrotic)

Actions

Multiattack

Zalthar makes three longsword attacks.

Nine Lives Stealer Longsword

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

Hellfire Orb (1/Day)

Zalthar hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

recharge

1/DAY

Reactions

Parry

Zalthar adds 6 to its AC against one melee attack that would hit it. To do so, Zalthar must see the attacker and be wielding a melee weapon.

Spells

command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, locate creature, staggering smite, destructive wave

Spell Slots

0,4,3,3,3,2

Other data

description