Fazrian

(Waterdeep: Dungeon of the Mad Mage)

Large celestial, Lawful Evil

Armor Class19 (natural armor)
Hit Points200 (16d10 + 112)
Speed40 ft., fly 120 ft.
STRDEXCONINTWISCHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)
Saving ThrowsCha +12, Con +12, Wis +11
SkillsPerception +11
Damage Vulnerabilities—
Damage Resistancesradiant; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities—
Condition Immunitiescharmed; exhaustion; frightened
Sensestruesight 120 ft., passive Perception 21
Languagesall, telepathy 120 ft.
Challenge16

Traits

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.

Actions

Multiattack.

Fazrian makes two melee attacks.

Greatsword.

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

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 each/day: blade barrier, dispel evil and good, flame strike, raise dead

1 each/day: commune, control weather, insect plague