Medium Undead, Neutral Evil
Armor Class 12 (15 with mage armor)
Hit Points 80 (10d10 + 2)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Lightning, Necrotic; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 11
Languages Common, Draconic, Elvish
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. Yisarn is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Yisarn has the following wizard spells prepared:

Cantrips (at will): false life, fire bolt, prestidigitation, shocking grasp, toll the dead

1st level (4 slots): grease, mage armor, magic missile, thunderwave

2nd level (3 slots): mirror image, misty step, suggestion

3rd level (3 slots): fireball, melf's minute meteors, vampiric touch

4th level (3 slots): evard's black tentacles, dimension door

5th level (2 slots): enervation, synaptic static

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Description

"An undead wizard named Yisarn lurks in the sanctuary. He has allied himself with the Daggerburg goblins, our hated enemies. Defeating him would be a great service to us."

Tactics

Yisarn begins the fight with mage armor already cast. He will use the goblin corpses to harass spellcasters in the group and take attention off himself where he can.

If he's engaged in melee, he'll cast shocking grasp on his target, and if successful will simply move away behind cover. If it fails, he'll use misty step to stay at range.

When his health gets low, he'll use enervation to heal up. If it looks like he will lose the fight, he'll begin casting dimension door to get away, but think better of it. Any characters with spellcasting can identify this spell. On his next turn, he will cast the spell and disappear out of the Sanctuary to make his escape!

Lair and Lair Actions

Yisarn has taken over the Eladrin Sanctuary in the Harken Forest. This is an ancient place of power, and Yisarn is feeding on this to fuel his dark experiments.

Lair Actions

On initiative count 20 (losing initiative ties), Yisarn can take a lair action to cause one of the following magical effects:

  • Yisarn animates the goblin corpses in the antechamber as though he had cast danse macabre. They come to life as skeletons rather than zombies. This does not count as a concentration spell for him, however he cannot cast it again.
  • Yisarn casts the false life spell. If he chooses to cast it at 2nd level or higher, he cannot use this action on the next round.
  • Yisarn attempts to bolster his magical power by drawing from the Sanctuary. Roll a d12. Ysarn gets back a spell slot for the level equal to the result; if the result is 6 or greater, or he already has all of his slots for that level, he curses in frustration as nothing happens.

Monster Tags: NPCundead

Orffen

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