Zress Orlezziir

Waterdeep: Dungeon of the Mad Mage p. 136

Size
Medium
Type
humanoid (elf)
Alignment
neutral evil
AC
16 (chain mail)
Hit Points
162 (25d8+50)
Speed
walk 30 ft.
Saving Throws
Dex +8, Con +6, Wis +6
Skills
Perception +6, Stealth +8
Senses
darkvision 120 ft.
Passive Perception
16
Languages
Elvish, Undercommon
Challenge
9
Environment
underdark
STR
14
+2
DEX
19
+4
CON
15
+2
INT
12
+1
WIS
14
+2
CHA
13
+1

Traits

Battle Command

As a bonus action, Zress targets one ally he can see within 30 feet of him. If the target can see or hear Zress, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.

Fey Ancestry

Zress has advantage on saving throws against being charmed, and magic can't put Zress to sleep.

Sunlight Sensitivity

While in sunlight, Zress has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting

Zress's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:

  • At will: dancing lights
  • 1/day each: darkness, faerie fire, levitate (self only)

Actions

Multiattack

Zress makes three attacks: two with his scimitar and one with his whip or his hand crossbow.

Scimitar

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.

Whip

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.

Hand Crossbow

Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.

If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Reactions

Parry

Zress adds 3 to his AC against one melee attack that would hit him. To do so, Zress must see the attacker and be wielding a melee weapon.

Spells

dancing lights, darkness, faerie fire, levitate

Other data

description