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.
Spellcasting. 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 (at will): fire bolt, friends, light, mage hand, mending, message
1st level (6 slots): magic missile, shield, sleep
2nd level (4 slots): detect thoughts, knock
3rd level (3 slots): clairvoyance, tongues
4th level (3 slots): dominate beast, stoneskin
5th level (3 slots): hold monster, telekinesis
6th level (1 slot): true seeing
7th level (1 slot): fire storm
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.
This half-gold dragon runs Port Nyanzaru's docks and keeps track of ship manifests. A sorcerer of impressive ability, Zindar is well paid by the merchant princes for his work. He is also a key member of the Ytepka Society and a great source of information about the city. Zindar has a soft spot for adventurers, but he knows the dangers of Chult well enough to understand that most of those who embark on expeditions to explore the jungle never return.