Homebrew
Acrobatics +6, Investigation +3, Survival +3
Darkvision 60 ft, Passive Perception 11
Spellcasting. The zenythri's spellcasting ability is Intelligence (spell save DC 12, spell attack bonus +4). They have the following cleric spells prepared.
Indomitable (1/Day). The zehythri can reroll a saving throw that it fails. They must use the new roll.
Outsider Traits. The zenythri does not need to eat or sleep to survive.
Multiattack. The zenythri can make three scimitar attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft, one target. Hit: 6 (1d8 + 2) piercing damage.
True Strike (1/Day). The zenythri gains brief cosmic insight on the immediate future. It gives itself advantage on its next attack roll.
War Magic. When the zenythri uses their action to cast a cantrip, they can make one weapon attack.
Any climate; Any terrain; The Outer Planes
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