Zargash

The Wild Beyond the Witchlight p. 223

Size
Medium
Type
humanoid (cleric, human)
Alignment
chaotic evil
AC
13 (chain shirt)
Hit Points
45 (7d8+14)
Speed
walk 30 ft.
Saving Throws
Wis +5, Cha +4
Skills
Deception +6, Insight +5
Passive Perception
13
Languages
Common
Challenge
3
STR
14
+2
DEX
10
+0
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
15
+2

Traits

Proficiency Bonus

+2

Cling to Life (Recharges after a Long Rest)

The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops to 1 hit point.

recharge

LONG

Special Equipment

Zargash wears a bat-shaped amulet that has the properties of a ring of feather falling.

Actions

Warhammer

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage when used with two hands.

Deathly Ray

Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3) necrotic damage.

Spellcasting

Zargash casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

  • At will: light, thaumaturgy
  • 1/day each: command, gaseous form, hold person, silence, speak with dead

Animate Corpse (1/Day) (Bonus Action)

Zargash targets the lifeless corpse of one Humanoid he can see within 30 feet of him and commands it to rise, transforming it into a zombie under his control. The zombie takes its turn immediately after Zargash. Animating the zombie requires Zargash's concentration (as if concentrating on a spell). The zombie reverts to an inanimate corpse after 10 minutes, when it drops to 0 hit points, or when Zargash's concentration ends.

recharge

1/DAY

Spells

light, thaumaturgy, command, gaseous form, hold person, silence, speak with dead

Other data

description