Legendary Resistance (4/Day). If Alzhul fails a saving throw, he can choose to succeed instead.
Rejuvenation. Alzhul's body turns to dust when he drops to 0 hit points, so if he's destroyed he gains a new body in 1d6 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of his phylactery, which is well hidden on this plane.
Magic Resistance. Alzhul has advantage on saving throws against spells and other magical effects.
Master of the Grave. While within 30 feet of Alzhul, any undead ally of Alzhul makes saving throws with advantage, and that ally regains 5 hit points whenever it starts its turn there.
Higher Arcanum. Alzhul can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.
Regeneration. Alzhul regains 25 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. He's destroyed only if he starts its turn with 0 hit points and doesn't regenerate.
Spellcasting. Alzhul is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Alzhul has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, eldritch blast, blade ward, chill touch
1st level (at will): detect magic, false life, shield, thunderwave, disguise self
2nd level (at will): arcanist's magic aura, detect thoughts, hold person, mirror image, misty step
3rd level (at will): animate dead, counterspell, dispel magic, fireball, lightning bolt, glyph of warding, fly, slow, haste
4th level (3 slots): blight, dimension door, banishment, elemental bane
5th level (3 slots): antilife shell, cloudkill, scrying, steel wind strike, wall of force
6th level (3 slots): disintegrate, globe of invulnerability, create undead
7th level (3 slots): crown of stars, finger of death, plane shift, teleport
8th level (2 slots): dominate monster, power word stun, abi-dalzim's horrid wilting
9th level (2 slots): foresight, power word kill, prismatic wall, psychic scream
Turn Resistance. Alzhul has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 17 (5d6) cold damage. The target must succeed on a DC 24 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.
Invoke Curse (3/Day). Alzhul targets one creature he can see within 60 feet of him. The target must succeed on a DC 24 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. greater restoration, remove curse, or similar magic ends the curse on the target.
Spell Reflection. If Alzhul makes a successful saving throw against a spell, or a spell attack misses, he can choose another creature (including the spellcaster) he can see within 30 feet of him. The spell targets the chosen creature instead of Alzhul. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack is rerolled against the chosen creature.
Alzhul can take 4 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. Alzhul regains spent legendary actions at the start of its turn.
At-Will. Alzhul casts one of his at-will spells.
Paralyzing Touch (Costs 2 Actions). Alzhul uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Alzhul fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 21 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 Alzhul's gaze for the next 24 hours.
Energy Drain (Costs 2 Actions). Each creature with in 30 feet of Alzhul must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.
Disrupt Life (Costs 2 Actions). Each non-undead creature within 20 feet of Alzhul must make a DC 21 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
Whirling Storm (Costs 4 Actions). Summoning an arcane lightning storm. Each creature within 500 feet of Alzhul must make a DC 21 Dexterity saving throw against this effect at the beginning of their turn, taking 24 (7d6) lighting damage and 24 (7d6) thunder damage on a failed save, or half as much damage on a successful one.
Description
"Igor, can you make that transmission mirror call? I am busy constructing a webbed spell prism that continues to evolve without manual involvement" - Alzhul the Corruptor
Alzhul fancies himself an ancient arcanist, mage, spell-crafter, enchanter, necromancer, and general bastard. With no end to this impressive resume, Alzhul seeks to unlock the ultimate mystery of the arcane, the Infinite Corridor, and to use this anomaly to gain omnipotence across the multiverse.
Lair and Lair Actions
Alzhul's Azwyrian Aspirations
In his search to find a way to traverse the treacherous blizzards of the far north to discover the long forgotten secrets of Azwyr Kavir, Alzhul resides in his tower far outside the walls of Falconphen, disguised as a still-living wizard and among the arcane and mercantile oligarchy of Cyradesh. A grand alcazar, mausoleum, and laboratory which, with the power of the planar marqs, is able to transport his lair from the material plane to the Infinite Corridor, making it navigable without any issue. And that is only the beginning.
Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb Alzhul’s work.
Alzhul, when encountered in his lair, has a challenge rating of 26 (75,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Alzhul can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Alzhul rolls 1d6+3 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
- Alhzhul targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Alzhul to the target. Whenever Alzhul takes damage, the target must make a DC 21 Constitution saving throw. On a failed save, Alzhul takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Alzhul or the target is no longer in his lair.
- Alzhul calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that Alzhul can see within 60 feet of him. The target must succeed on a DC 21 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
- Alzhul targets one creature he can see within 60 feet of him. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
- Alzhul targets any number of creatures he can see within 30 feet of him. No target can regain hit points until initiative count 20 on the next round.
- The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 21 Dexterity saving throw or be knocked prone