Devils Sight. Magical darkness does not impede Baron Lazzar's darkvision.
Legendary Resistance (2/Day). If Baron Lazzar fails a saving throw, he can choose to succeed instead.
Sinister Deal. Baron Lazzar chooses any number of creatures within 10 feet of him capable of making a deal. If both parties willingly consent to the agreement, they are marked with an X-shaped scar above their hearts and bound until its completion. If either party fails their part of the agreement, they take damage equal to 2d10 x their level.
Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 18), requiring no material components:
At will: Alter Self, Invisibility, Mage Armor, Silent Image
1/day each: Soul Cage, Power Word Pain, Feeblemind
Spellcasting. Baron Lazzar is a 15th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Baron Lazzar has following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Minor Illusion, Prestidigitation, Toll the Dead
1st-5th level (3 5th-level slots): Hold Person, Moonbeam, Suggestion, Counterspell, Enemies Abound, Fear, Hypnotic Pattern, Major Image, Spirit Guardians, Enervation, Dominate Person, Negative Energy Flood, Scrying
Siphoning Cane. Melee weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8+5) bludgeoning damage plus 12(3d8) necrotic. He regains hit point equal to half the necrotic damage dealt.
Goofers Dust. Baron Lazzar blows a palm-full of dust in a 10-foot cone. Each creature that is in that area must make a DC 16 Constitution saving throw, or the target must roll a d4 to determine how it is affected. If a creature's saving throw is successful or if the effect ends for it, the creature is immune to Goofers Dust for 24 hours.
1. Paralyzing. The creature is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear. The creature is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Sleep. The targeted creature falls asleep and remains unconscious for 1 minute. The target awakens if it takes damage or if another creature takes an action to wake it.
4. Poison. The targeted creature is poisoned 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.
Summon Voodoo Golem (1/Day). Baron Lazzar throws a voodoo doll into an unoccupied space within 15 feet of him. It grows into a Voodoo Golem (modified Flesh Golem) which he can verbally control until it drops to 0 hit points or he dismisses it, in which case it turns back into a normal voodoo doll.
Baron Lazzar 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. Strahd regains spent legendary actions at the start of his turn.
Cantrip. Baron Lazzar casts a cantrip.
Siphoning Cane. Baron Lazzar makes a melee attack with his siphoning cane.
Shadow Man (Costs 2 Actions). When Baron Lazzar is in dim light or darkness, he can teleport up to 60 feet to an unoccupied space he can see that is also in dim light or darkness.
Description
Baron Lazzar once ruled as the Baron of a sizable chunk of land granted to him by the King. As his influence grew, so did his ambition. He found a way to contact other planes, some of which held the power he sought. In exchange for the promise of a steady flow of souls, they granted him great magical power. Baron Lazzar tries to be as diplomatic as possible, using supernatural influence only when his guile and deception don't work. He was eventually stopped by a mighty paladin, though it turned out to be a temporary solution. Now back due to resurrection magic, he plans to take back what he sees as rightfully his.
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