Innate Spellcasting. The baelnorn’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
3/day: project image
Legendary Resistance (3/Day). If the baelnorn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The baelnorn has advantage on saving throws against spells and other magical effect.
Spellcasting. The baelnorn is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The baelnorn has the following wizard spells prepared:
Cantrips (at will): chill touch, prestidigitation, ray of frost, toll the dead
1st level (4 slots): catapult, chromatic orb, magic missile, shield
2nd level (3 slots): dragon's breath, invisibility, mirror image, shadow blade
3rd level (3 slots): counterspell, dispel magic, fireball, haste
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, cone of cold, dawn
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, teleport
8th level (1 slot): dominate monster
9th level (1 slot): power word kill
Turn Resistance. The baelnorn has advantage on saving throws against any effect that turns undead.
Painwrack Gaze. The baelnorn fixes its gaze on one creature it can see within 10 feet of it. The creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
Turn Undead (3/Day). Each undead that can see or hear the baelnorn within 30 feet of it must make a DC 18 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from the baelnorn as it can, and it can’t willingly move to a space within 30 feet of it. It
also can’t take reactions. For its action it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the undead that fails its saving throw is of CR 4 or lower, that creature is instantly destroyed.
The baelnorn 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. The baelnorn regains spent legendary actions at the start of its turn.
Cantrip. The baelnorn casts a cantrip.
Painwrack Gaze (Costs 2 Actions). The baelnorn uses its Painwrack Gaze.
Frightening Gaze (Costs 2 Actions). The baelnorn fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 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 the baelnorn's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the baelnorn must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Baelnorns were elves became undead to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lichlike creatures that appear as tall, impressive looking elves with shriveled skin and glowing white eyes.
Isolated dwellers. Most baelnorns keep to the crypts, ruins, or mage towers they guard or work in. A baelnorn is never seen by outsiders unless by trespassers to one of those ancient places.
Brilliant, faithful guardians. A baelnorn spends its existences diligently working at whatever task it finds important enough to endure undeath for. If it guards a place or an item of power, then a baelnorn typically spends centuries laying traps, placing items at the ready, setting spell triggers, creating or summoning guardian monsters, and formulating defensive strategies.
Undead nature. A baelnorn doesn’t require air, food, drink, or sleep.
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