Legendary Resistance (3/Day). If Unslaad fails a saving throw, he can choose to succeed instead.
Rejuvenation. If he has a phylactery and is destroyed, Unslaad gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Unslaad is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Unslaad has the following wizard spells prepared:
Cantrips (at will): chill touch, ray of frost, toll the dead
1st level (4 slots): magic missile, ray of sickness, shield, Tasha's caustic brew
2nd level (3 slots): blindness/deafness, detect thoughts, Melf's acid arrow, spider climb
3rd level (3 slots): animate dead, bestow curse, counterspell, vampiric touch
4th level (3 slots): blight, vitriolic sphere
5th level (3 slots): negative energy flood, scrying
6th level (1 slot): circle of death, create undead
7th level (1 slot): finger of death, plane shift
8th level (1 slot): Abi-Dalzim's horrid wilting, dominate monster
9th level (1 slot): power word kill
Turn Resistance. Unslaad has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.
Shadow Acid Breath (Recharge 5–6). Unslaad exhales a vile black acid in a 5 by 30 ft. line. Each creature in that area must make a DC 18 Dexterity saving throw, taking 10 (3d6) acid damage and 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.
Unslaad 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. Unslaad regains spent legendary actions at the start of its turn.
Cantrip. Unslaad casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Unslaad uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Unslaad fixes his gaze on one creature he can see within 10 feet of him. 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 Unslaad's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Unslaad 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
Unslaad Hahdrim was always a powerful wizard. During life, he was considered one of the Material Plane's greatest necromancers, although many wondered if he could overcome the stigma of necromancy.
It almost seemed like he would. He founded an academy, a place of learning where one could study their arcane interests without fear of judgement. Unfortunately, while the academy was internally very open to the study of necromancy (some might even say they encouraged it), an order of paladins, fearing the worst, took pre-emptive action and destroyed the school.
Unslaad had been in Sigil when this occurred, and was shocked to see the place he loved reduced to rubble and ashes. He felt a terrible fury then, and gathered what supplies he could. Working like a madman, Unslaad cracked the secret to lichdom, and made the horrible transformation. His first act as a nigh-immortal undead archmage was to take his revenge on the order of paladins.
His grief has long since faded, leaving only a burning, festering rage towards mortality and life. His once brilliant mind now can only focus on one thing: Destroying all life.
Lair and Lair Actions
Unslaad’s Lair
Unslaad's lair is located beneath the ruins of his once-great academy. All that remains above-ground is rubble and the bleached-out bones of those who were foolish enough to approach.
Everything about Unslaad’s lair reflects his once keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb Unslaad’s work.
If Unslaad is encountered in his lair, he has a challenge rating of 22 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Unslaad can take a lair action to cause one of the following magical effects; Unslaad can’t use the same effect two rounds in a row:
- Unslaad rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
- Unslaad targets one creature he can see within 30 feet of him. A crackling cord of negative energy tethers Unslaad to the target. Whenever Unslaad takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Unslaad 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 Unslaad or the target is no longer in Unslaad’s lair.
- Unslaad calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that Unslaad can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/13/2021 2:05:49 AM
|
19
|
1
|
1
|
Coming Soon
|
Comments