Medium humanoid (half-dragon), Lawful Good
| Armor Class | 13 (natural armor) |
|---|---|
| Hit Points | 110 (17d8 + 34) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 14 (+2) | 16 (+3) | 15 (+2) | 18 (+4) |
| Saving Throws | Con +5, Wis +5 |
|---|---|
| Skills | Arcana +6, History +9, Insight +5, Investigation +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | fire |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 10 ft., darkvision 60 ft., passive Perception 12 |
| Languages | Common, Draconic, Dwarvish, Primordial |
| Challenge | 8 |
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.
Melee Attack Roll: +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.
Zindar uses one of the following options:
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.
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.
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: fire bolt, friends, light, mage hand, mending, message
Level 1 (6 slots): magic missile, shield, sleep
Level 2 (4 slots): detect thoughts, knock
Level 3 (3 slots): clairvoyance, tongues
Level 4 (3 slots): dominate beast, stoneskin
Level 5 (3 slots): hold monster, telekinesis
Level 6 (1 slots): true seeing
Level 7 (1 slots): fire storm