Medium Humanoid (Orc, Wizard), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +10, INT +12, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed
Senses Darkvision 60 ft., Passive Perception 19
Languages Celestial, Common, Draconic, Giant, Goblin, Netherese, Orc
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Undead Command. (1/Day) As an action, Bazur can choose one undead that he can see within 60 feet. That creature must make a Charisma saving throw against his wizard spell save (DC 20). If it succeeds, He can't use this feature on it again. If it fails, it becomes friendly to him and obeys his commands. 

Acquired Taste. Bazur has collected several items that he wields, including a Cloak of Displacement, an Amulet of Proof against Detection and Location, and a Staff of Swarming Insects.
Bazur is hidden from divination magic, and can't be targeted by such magic or perceived through magical scrying sensors.

Spellcasting. Bazur is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Bazur has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, sapping sting, chill touch, 

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

2nd level (3 slots): ray of enfeeblement, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, erupting earth, dispel magic, slow

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

5th level (3 slots): wall of stone, scrying

6th level (1 slot): soul cage, globe of invulnerability

7th level (1 slot): sequester, simulacrum

8th level (1 slot): antipathy/sympathy, clone

9th level (1 slot): true resurrection

Turn Resistance. Undead within 30 feet of Bazur have advantage on saving throws against any effect that turns undead.

Actions

Staff of Swarming Insects.

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Spells. While holding the staff, Bazur can use an action to expend some of its charges to cast one of the following spells from it, using his spell save DC: giant insect (4 charges) or insect plague (5 charges).

Insect Cloud. While holding the staff, Bazur can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from him. The insects remain for 10 minutes, making the area heavily obscured for creatures other than him. The swarm moves with him, remaining centered on him. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

Legendary Actions

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

Cantrip. Bazur casts a cantrip.

Mark of Doom. (Costs 2 Actions). A dark symbol appears over one creature that Bazur can see, marking it with the Ukrypt banner of doom. The creature must succeed on a DC 15 charisma save. On a success, the mark disappears. On a fail, the creature is marked for death, and attacks against the marked creature gain a +2 until the beginning of the creature's next turn.

Description

Bazur is cunning and secretive by nature, but incredibly hungry for power and control. He prefers to summon creatures to do his dirty work for him, staying out of sight and pulling the strings in the background.

Lair and Lair Actions

Ukrypt Keep

Bazur has burrowed deep into the mountains to remain undetected by the living creatures of the realm. He has orchestrated the development of a maze of escape tunnels that lead all throughout the sword mountains. Ukrypt Keep is at the heart of these tunnels, but it is no less trapped and tricksy than the necromancer himself.

 

 

Lair Actions

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

  • Bazur activates a  d8 
  • Bazur targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich 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 the lich or the target is no longer in the lich’s lair.
  • Bazur calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that Bazur 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.

Habitat: Mountain

3ftTall3ftWide

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