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Zindar

Medium humanoid (half-dragon), Lawful Good

Armor Class 13 (natural armor)

Hit Points 110 (17d8 + 34)

Speed 30 ft.

STR 14 (+2)
DEX 10 (+0)
CON 14 (+2)
INT 16 (+3)
WIS 15 (+2)
CHA 18 (+4)

Saving Throws CON +5, WIS +5

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

Damage Resistances fire

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12

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.

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.

Source

ToA, p. 239