Medium Undead, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +11, INT +12, WIS +10
Skills Arcana +19, History +12, Insight +10, Perception +10
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages Common, Elvish plus up to four other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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.

Actions

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.

Legendary Actions

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.

Monster Tags: undead

Darthvenexus

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