Medium unknown, Chaotic Evil
Armor Class 23 Enhanced Plate
Hit Points 230 (20d12 + 100)
Speed 50 ft.
STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
22 (+6)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws CON +8, INT +11
Skills Acrobatics +12, Athletics +6, Deception +8, Stealth +12
Damage Immunities Lightning, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60ft, Passive Perception 18
Languages All
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (2/day). If Tharizdun fails a saving throw he can instead choose to succeed instead.

Limited Magic Immunity. Unless he wishes Tharizdun is unaffected by spells of 2nd level or lower and has advantage against spells. (When Thaizsun takes radiant or force damage this feature ceases to function until the start of Tharizdun's next turn.)

Adaptable Armor. The armor that Tharizdun dons have been enhanced not only with the infusions of an artificer but the raw energies of lost and forbidden eldritch energies. When Tharizdune takes damage (other than Force or Radiant) he then gains resistance to that damage until the start of his next turn.

The Heartless One. They all want him to be the villain so he will be. He knows how to get to those in precarious situations and how to make it worse. When a creature affected by a condition is targeted by a spell, ability, or attack by Tharizdune they take another 2d10 Psychic damage and must make a DC 17 Con save of roll on the random condition table. They can remake the save at the end of each of their turns.

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Random Condition Table       (Roll a 1d10)   

 1 -  Blinded, 2 - Deafened, 3 - Frightened, 4 - Grappled, 5 - Incapacitated, 6 - Petrified,       7 - Paralyzed, 8 - Poisoned, 9 - Restrained, 10 - Stunned. 

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Innate Spellcasting. Tharizdun's spellcasting ability is Intelligence (spell save DC 20) Tharizdun can as an action innately cast the following spells requiring no material components.     (At will) Thunderwave, Catapult, and Magic Missile. (3/day) Mirror Image, Shatter, and Blur. (1/day) Animate Object and Bigby's Hand

Actions

Tharizdun can make three attacks. These attacks can be any combination of either be Eldritch Jolts or Thunder Bursts.

Eldritch Jolt. Ranged spell attack: +11 to hit, reach 90ft/300ft., one creature. On a hit, the target takes 17 (2d10+6) lightning damage and must make a DC 19 Wisdom saving throw or take an additional 20 (3d12) psychic damage. Any creature that takes lightning damage from your Eldritch Jolt glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Thunder Burst. Melee weapon attack: +9 to hit, reach 5ft., one creature. On a hit, the creature takes 27 (4d6+5) thunder damage. The target then must make a DC 19 Strength saving throw or be knocked 10ft away. I if a creature bumps into an object they take an additional 1d6 of the respected damage and if they instead bump into another creature the other creature must succeed on a DC 19 Dexterity save or they both take 1d6 bludgeoning damage.

The Right Tool for the Wrong Job. Why use his gifts to help those who only see you as merely an annoyance. He creates a corrupted magic item that lasts for a minute or until he makes a new one. Pick a creature within 50ft which then must make a DC 22 Charisma saving throw or the item forcibly attunes itself to them giving them a random detrimental effect.  Roll on the Random Tool Table                                                                   

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Random Tool Table        (Roll a 1d4)

1 - Ring of  Betrayal. This Ring gives the one who wears it a -1 to their AC and Saving throws

2 - Boots of Sluggishness. These Boots decrease the wearer's speed by 10ft and they can't take reactions.

3 - Stone of Wilting. The creature attuned to this item must make a DC 20 Constitution saving throw every time they attack, cast a spell, or use a magic item. Taking 7 (1d12) necrotic damage or half as much on a successful save.

4 - Mad Shied. This shield protects those from you giving your enemies a +2 to their AC and advantage on saving throws against effects you cause.                                                   

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Reactions

Shields up. When Tharizdune is attacked by a melee attack he adds his proficiency bonus to his AC for that attack, potentially causing the attack to miss

Legendary Actions

Tharizdun 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. Tharizdun regains spent legendary actions at the start of its turn.

Relentless. (1 Action) Tharizdun makes two Eldrich Jolt or Thunder Burst attacks.

Quickstep. (2 Actions) Tharizdun vanishes and appears 20ft away

Quick Change. (3 Actions) Tharizdun uses his, The Right Tool for the Wrong Job feature.

Previous Versions

Name Date Modified Views Adds Version Actions
2/14/2022 5:55:06 AM
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1
1
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2/14/2022 5:55:57 AM
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1.5
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2/14/2022 3:00:55 PM
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1
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Monster Tags: aberration

KingOmari

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