Tarul Var
Medium undead, neutral evil
Armor Class 16 (natural armor)
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
Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft.
Languages Abyssal, Common, Infernal, Primordial, Thayan
Challenge 13 (10,000 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.
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:
Cantrips (at will):.fire bolt, mage hand, minor illusion, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, unseen servant*
2nd level (3 slots): detect thoughts, flaming sphere,* mirror image, scorching ray
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): dimension door,* Evard’s black tentacles*
5th level (3 slots): cloudkill,* scrying
6th level (1 slot): circle of death
*Conjuration spell of 1st level or higher.
Turn Resistance. Var has advantage on saving throws against any effect that turns undead .
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.