Trenzia

(Waterdeep: Dungeon of the Mad Mage)

Tiny undead, Neutral Evil

Armor Class13
Hit Points40 (9d4 + 18)
Speed0 ft., fly 40 ft. (hover)
STRDEXCONINTWISCHA
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Saving Throws—
SkillsArcana +5, Perception +2
Damage Vulnerabilities—
Damage Resistancesfire; necrotic; piercing
Damage Immunitieslightning; cold; poison
Condition Immunitiescharmed; frightened; paralyzed; poisoned; prone
Sensesdarkvision 60 ft., passive Perception 12
LanguagesCommon
Challenge4

Traits

Illumination.

Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

Magic Resistance.

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

Rejuvenation.

If Trenzia is destroyed, it regains all its hit points in 1 hour unless Holy Water (Flask) is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Actions

Multiattack.

Trenzia uses Lightning Ray twice.

Fire Ray.

Ranged Spell Attack Roll: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) lightning damage.

Spellcasting

Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She requires no somatic or material components to cast its spells. Trenzia has the following wizard spells prepared:

Cantrips: mage hand

Level 1 (3 slots): magic missile, shield

Level 2 (2 slots): blur, flaming sphere

Level 3 (1 slots): lightning bolt