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Monster

Dezmyr Shadowdusk

Medium Undead · Chaotic Evil

Waterdeep: Dungeon of the Mad Mage Page 287
Armor Class 20
Hit Points 180 (19d8 + 95)
Speed Walk 30 ft.
CR 17
STR 20 +5
DEX 11 +0
CON 20 +5
INT 12 +1
WIS 16 +3
CHA 18 +4

Traits

Magic Resistance

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

Marshal Undead

Unless Dezmyr is , it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Actions

Multiattack

Dezmyr makes three longsword attacks.

Longsword

Melee Weapon Attack +11 to hit, reach 5 ft., one target. 9 () Slashing damage, or 10 () Slashing damage if used with two hands, plus 18 () Necrotic damage.

Hellfire Orb (1/Day)

Dezmyr hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 () Fire damage and 35 () Necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Warp Reality

As a bonus action on her turn, Dezmyr can warp reality, undoing damage dealt to herself or another creature that she can see within 20 feet of her. The beneficiary of this warped reality instantly regains 10 hit points.

Reactions

Parry

Dezmyr adds 6 to its AC against one melee attack that would hit it. To do so, Dezmyr must see the attacker and be wielding a melee weapon.
Confirmation

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