Legendary Resistance (3/Day). If Amanar fails a saving throw, he can choose to succeed instead.
Spellcasting. Amanar is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Amanar has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, mirror image
3rd level (3 slots): counterspell, dispel magic, fireball
7th level (1 slot): finger of death, plane shift
9th level (1 slot): power word kill
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Morningstar. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 21 (3d8 +8) bludgeoning damage plus 4 piercing damage.
Shortsword. Melee Weapon Attack: +19 to hit, reach 4 ft., one creature. Hit: 9 (1d8 +5) slashing damage.
Description
Amanar is an evil human warlord and the leader of the Dark Eleven, a society of eleven wizards who plotted to conquer the nations of Uswon and Eglor. Amanar's brilliant mind makes him an excellent tactician as well as a wizard. Taking advantage of this gift, Amanar devoted his life to martial training. Using his talents for leadership, Amanar amassed an army of Orcs, Goblins, and other evil humanoids. Amanar's forces proved to be so powerful that the other nations, even when joined together, were barely able to defeat them. Even after his defeat, Amanar refused to simply disappear. He still lurks in his castle, in the wastes of Skaib Shain, plotting his revenge.
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