Tarul Var
Medium Undead
, Neutral Evil
• Armor Class: 16
• Hit Points: 105 (14d8+42)
• Speed: 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
11 (+0) |
16 (+3) |
16 (+3) |
19 (+4) |
14 (+2) |
16 (+3) |
• Saving Throws:
Con +8, Int +9, Wis +7
• Skills:
Arcana +9, History +9, Insight +7, Perception +7
• Condition Immunities:
charmed, exhaustion, frightened, paralyzed, poisoned
• Resistances:
cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
• Senses:
darkvision 60 ft.
• Languages:
Abyssal, Common, Infernal, Primordial, Thayan
• Challenge:
13 (10000 XP)
• Source:
tales from the yawning portal, page 244
• Undead Nature:
A lich doesn't require air, food, drink, or sleep.
• Focused Conjuration:
While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage.
• Legendary Resistance (3/Day):
If Var fails a saving throw, he can choose to succeed instead .
• Rejuvenation:
If Var is destroyed but his phylactery remains intact, Var gains a new body in ldlO days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
• Turn Resistance:
Var has advantage on saving throws against any effect that turns undead .
Spellcasting
Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:
*Conjuration spell of 1st level or higher.
Actions
• Paralyzing Touch:
Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
• Benign Transposition:
Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher.
Legendary Actions
Var can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Var regains spent legendary actions at the start of his turn.
• Cantrip:
Var casts a cantrip.
• Paralyzing Touch (Costs 2 Actions):
Var uses Paralyzing Touch .
• Frightening Gaze (Costs 2 Actions):
Var fixes his gaze on one creature he can see within 10 feet of him . The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours.