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Monster

Zress Orlezziir

Medium Humanoid · Neutral Evil

Waterdeep: Dungeon of the Mad Mage Page 136
Armor Class 18
Hit Points 162 (25d8 + 50)
Speed Walk 30 ft.
CR 9
STR 14 +2
DEX 19 +4
CON 15 +2
INT 12 +1
WIS 14 +2
CHA 13 +1

Traits

Battle Command

As a bonus action, Zress targets one ally he can see within 30 feet of him. If the target can see or hear Zress, the target can use its reaction to make one melee attack or to take the or action.

Fey Ancestry

Zress has advantage on saving throws against being , and magic can't put Zress to sleep.

Sunlight Sensitivity

While in sunlight, Zress has disadvantage on attack rolls, as well as on Wisdom () checks that rely on sight.

Actions

Multiattack

Zress makes three attacks: two with her scimitar and one with her whip or her hand crossbow.

Scimitar

Melee Weapon Attack +8 to hit, reach 5 ft., one target. 7 () Slashing damage plus 14 () Poison damage.

Whip

Melee Weapon Attack +8 to hit, reach 10 ft., one target. 6 () Slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.

Hand Crossbow

Ranged Weapon Attack +8 to hit, range 30/120 ft., one target. 7 () Piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be for 1 hour. If the saving throw fails by 5 or more, the target is also while in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Reactions

Parry

Zress adds 3 to her AC against one melee attack that would hit him. To do so, Zress must see the attacker and be wielding a melee weapon.
Confirmation

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