Medium Undead, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 550 (50d20 + 60)
Speed 40 ft., Because of the dark powers manifested within his body, Zalkaron can move very fast.
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
22 (+6)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +12, INT +14, WIS +11
Skills Arcana +12, Deception +9, History +12, Insight +9, Perception +9, Persuasion +9, Religion +12
Damage Resistances Cold, Fire, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Celestial, Common, Deep Speech, Dwarvish, Elvish, Infernal, Orc, Primordial, Sylvan, Undercommon
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Zalkaron fails a saving throw, it can choose to succeed instead.

Spellcasting. Zalkaron is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +12 to hit with spell attacks). Zalkaron has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frostpoison spray

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (2 slot): disintegrate, globe of invulnerabilitycircle of death

7th level (2 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions

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.

Breath of Death. Ranged spell attack: +12 to hit, 20 foot cone. Hit: 24 (8d6) necrotic damage. Zalkaron breaths out necrotic energy in a 20 foot cone, sucking the life out of all in his path.

Create Undead (3/day). As a bonus action, Zalkaron can summon necrotic energy to raise 5 zombies out of anywhere in a 30 foot radius.

Spirit of Flight (Recharge 5-6)Zalkaron conjures dark energy from the core of his lair and manifests it within himself. For his next 1d4 + 1 turns, Zalkaron has a flying speed of 50 feet.

Legendary Actions

Zalkaron can take 4 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 lich regains spent legendary actions at the start of its turn.

Cantrip. Zalkaron casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Zalkaron  uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Zalkaron  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 Zalkaron's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich 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

Zalkaron the Immortal

Zalkaron is the mightiest Lich ever to roam the multiverse. From his home on the Island of Death he controls many illithid cities, undead and demon armies in his quest to destroy all life and happiness in the multiverse. He wants only to see all peoples become his slaves and the multiverse to fall under his shadow of torture and death.

From Cultist to Undeath

Before his descent to undeath, Zalkaron was an ardent follower of the demon lord of undeath, Orcus. Zalkaron's maddening hunger for power and death drew his mind to insanity. He quickly rose the ranks and sought to overthrow Orcus as king of undeath.

Seeing that he could not defeat the demon lord at his current state of mortality he pursued the ever-descending path to undeath. After a horrifying ritual, Zalkaron became a lich and murdered all who dwelled near his island. He now dwells there still seeking the ruin of the mortal universe.

Lair and Lair Actions

Zalkaron's Lair

Zalkaron lives in the Forbidden Castle on the Island of Death. The castle has many dark towers ascending hundreds of feet into the sky. In the center of this fortress of evil lies the Tower of Shadows. It is a tower, hundreds of feet higher than all the others, with a skull shaped top that Zalkaron resides in. He often has dracoliches, undead, constructs, and bound demons patrolling the island, doing his bidding. 

Zalkaron encountered in his lair has a challenge rating of 27 (105,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), Zalkaron  can take a lair action to cause one of the following magical effects; Zalkaron  can’t use the same effect two rounds in a row:

  • Zalkaron rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Zalkaron targets one creature it can see within 30 feet of it. A pulsing cord of necrotic power tethers Zalkaron to the target. Whenever he takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Zalkaron 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 Zalkaron  or the target is no longer in Zalkaron ’s lair.
  • Zalkaron resurrects the spirits of the creatures who have died within the confines of his lair. These spirits materialize and attack one creature that Zalkaron 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 spirits then disappear.
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