Battlemage. Being within 5 feet of a hostile creature doesn't impose disadvantage on Zythan's ranged attack rolls.
Magic Resistance. Zythan has advantage on saving throws against spells and other magical effects.
Spellcasting. Zythan casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18).
At will: Arcane Eye, Detect Magic, Detect Thoughts, Fly, Light, Locate Object, Mage Armor, Mage Hand, Message, Prestidigitation
1/day: Cone of Cold, Foresight, Stoneskin, Rary's telepathic bond, True Seeing
Multiattack. Zythan makes three Dagger or Arcane Burst attacks.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:4 (1d4 + 2) piercing damage.
Arcane Burst. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit:27 (4d10 + 5) radiant damage.
Spirit Fissure (Recharge 4–6). Zythan causes a disruption in arcane energies in a 300-foot line that is 5 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 65 (10d12) radiant damage on a failed save, or half as much damage on a successful one.
Portent (3/Day). As a reaction to a creature Zythan can see making an attack roll, a saving throw, or an ability check, Zythan rolls a d20 and chooses whether to use that roll in place of the original roll.
Zythan, like many other Halruaans, spent his early years studying the arcane arts. His talent in Divination magic made him particularly useful to the Conclave, and they quickly sought him out. Under their tutelage, his skill flourished, and he became a powerful mage. Those that know him personally recount his matter-of-fact personality, his green hair, and his third eye that seems to open when he performs magic. He rarely speaks of himself, however, choosing instead to focus his attention on…