Zindar

Medium humanoid (half-dragon), Lawful Good

Armor Class

13 (natural armor)

Hit Points

110 (17d8+34)

Speed

walk 30 ft.

Saves

Con +5, Wis +5

Skills

Arcana +6, History +9, Insight +5, Investigation +9

Damage Resistances

fire

Senses

blindsight 10 ft., darkvision 60 ft.

Languages

Common, Draconic, Dwarvish, Primordial

Challenge

8

Dragon Wings

As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action.

Spellcasting

Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells: • Cantrips (at will): fire bolt, friends, light, mage hand, mending, message • 1st level (6 slots): magic missile, shield, sleep • 2nd level (4 slots): detect thoughts, knock • 3rd level (3 slots): clairvoyance, tongues • 4th level (3 slots): dominate beast, stoneskin • 5th level (3 slots): hold monster, telekinesis • 6th level (1 slots): true seeing • 7th level (1 slots): fire storm

Actions

Quarterstaff

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands.

Breath Weapon (Recharge 5-6)

Zindar uses one of the following options:

Fire Breath

Zindar exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath

Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.