Fazrian

Waterdeep: Dungeon of the Mad Mage p. 275

Tamaño
Grande
Tipo
celestial
Alineamiento
legal bueno
CA
19 (natural armor)
Puntos de golpe
200 (16d10+112)
Velocidad
walk 40 ft., fly 120 ft.
Salvaciones
Con +12, Wis +11, Cha +12
Habilidades
Perception +11
Resistencias
radiant; bludgeoning, piercing, slashing from nonmagical attacks
Inmunidad a estados
charmed, exhaustion, frightened
Sentidos
truesight 120 ft.
Percepción pasiva
21
Idiomas
all, telepathy 120 ft.
Desafío
16
FUE
24
+7
DES
20
+5
CON
24
+7
INT
19
+4
SAB
22
+6
CAR
25
+7

Rasgos

Angelic Weapons

Fazrian's weapon attacks are magical. When Fazrian hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness

Fazrian knows if it hears a lie.

Magic Resistance

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

Innate Spellcasting

Fazrian's spellcasting ability is Charisma (spell save DC 20). Fazrian can innately cast the following spells, requiring no material components:

  • At will: detect evil and good, invisibility (self only)
  • 3/day each: blade barrier, dispel evil and good, flame strike, raise dead
  • 1/day each: commune, control weather, insect plague

Acciones

Multiattack

Fazrian makes two melee attacks.

Greatsword

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Conjuros

detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague

Otros datos

description