Medium Undead (Paladin), Neutral Evil
Armor Class 20 (+2 plate armor)
Hit Points 800 (50d20 + 250)
Speed 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +9, CON +13, WIS +12, CHA +14
Skills Arcana +11, Athletics +15, Insight +12, Intimidation +14, Perception +12
Damage Resistances Cold, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 22
Languages Common, Draconic, Elvish, Infernal
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (5/Day). If Oruz fails a saving throw, he can choose to succeed instead.

Special Equipment. Oruz carries a magic mace named Malevolence. In the hands of anyone other than Oruz, Malevolence is a +3 mace.

Magic Resistance. Oruz has advantage on saving throws against spells and other magical effects.

Marshal Undead. Unless Oruz is incapacitated, he and Undead creatures of his choice within 60 feet of him are immune to features that turn Undead.

Undying. If Oruz is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. Oruz's soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, Oruz regains all his hit points and becomes active again. Oruz's new body appears anywhere within 100 miles of where Oruz was slain.

Unusual Nature. Oruz doesn’t require air, food, drink, or sleep.

Actions

Multiattack. Oruz uses Toll of the Damned (if available), Dreadful Smite, or Spellcasting. He then makes two attacks with Malevolence.

Malevolence. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) bludgeoning damage plus 12 (3d8) necrotic damage. If the target is a creature, it is afflicted by decaying magic, taking 12 (3d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points.

Toll of the Damned (Recharge 5–6). Oruz strikes his mace to the ground, causing an unbearable death knell to ring around him. Each creature in an 80-foot cone must make a DC 22 Wisdom saving throw. On a failed save, the creature takes 36 (8d8) psychic damage and is frightened of Oruz for 1 minute as they witness the hastening of their demise. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dreadful Smite. Oruz causes necrotic magic to engulf one creature he can see within 60 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie at the start of Oruz's next turn and acts immediately after Oruz in the initiative order. The zombie is under Oruz's control.

Spellcasting. Oruz is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 22). He has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite

2nd level (3 slots): hold person, magic weapon

3rd level (3 slots): dispel magic, elemental weapon

4th level (3 slots): banishment, staggering smite

5th level (2 slots): destructive wave (necrotic)

Following his years of study into the life of the Whispered One and his achievement of lichdom, Oruz can additionally cast the following spells requiring no components.

At will: animate dead (as an action), detect magic

2/day each: dimension door, invisibility

1/day each: dominate monster, globe of invulnerability, plane shift (self only)

Reactions

Oruz can take up to two reactions per round but only one per turn.

Spell-Cleave (3/Day). Oruz interrupts a creature he can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Oruz makes a Charisma check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.

Dreadful Rebuke. In response to being hit by a melee attack, Oruz strikes back with a powerful gauntleted slap, dealing 10 (3d6) slashing damage to the attacker, and Oruz teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.

Legendary Actions

Oruz can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Oruz regains spent legendary actions at the start of its turn.

Implacable Maneuver. Oruz moves up to his speed. The movement from this action doesn't provoke opportunity attacks. If he moves within 5 feet of a creature during this movement, he can force the creature to make a DC 20 Strength saving throw. The creature is knocked prone unless it succeeds on the saving throw.

Strike (Costs 2 Actions). Oruz makes one Malevolence attack.

Cast a Spell (Costs 3 Actions). Oruz uses Spellcasting.

Lair and Lair Actions

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

Wails of the Grave. Oruz summons one wraith per character. Each wraith appears within 5 feet of a different character. The wraiths follow Oruz's commands (no action required) and last until he uses this lair action again or dies. A wraith acts during initiative count 20 after lair actions have been resolved.

Drain Life. Oruz casts enervation at 7th level. Oruz doesn't need to concentrate on the spell and the spell ends on initiative count 20 of the next round.

Forsaken Hordes. Wailing spirits of the scholars and servants Oruz has subjugated throughout the centuries swarm a 20-foot-radius sphere centered on a point in the lair that Oruz can see. Each creature in that area must succeed on a DC 18 Dexterity saving throw or take 28 (8d6) necrotic damage and have their movement speed reduced by 15 feet. A creature that succeeds on its saving throw takes half as much damage and doesn’t have their movement speed reduced.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2023 10:56:17 PM
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millenialwriter

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