Spellcasting. The mage is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Zarek has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield, cause fear, sleep
2nd level (3 slots): misty step, suggestion, hold person, melf's acid arrow, darkness
3rd level (3 slots): counterspell, fireball, animate dead, dispel magic
4th level (3 slots): phantasmal killer
5th level (2 slot): cone of cold, dream, dominate person, cloudkill, wall of force
6th level (1 slot): circle of death, create undead, mental prison
7th level (1 slot): forcecage, finger of death
8th level (1 slot): feeblemind
9th level (1 slot): power word kill
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Zarek can make 3 legendary actions from the options below, with some conditions to some of them. Legendary actions can only make at the end of another creature's turn.
Zarek regains spent legendary actions every turn.
Cantrip: Frostbite (Cost 1 action): Zarek casts a frostbite on a target, with a constitution saving throw of DC 19 dealing 4d6 cold damage on a failed save, and no damage on a successful one.
Raise undead (Cost 1 action): Zarek can re-summon an undead creature that has died on that same turn. The creature awakens again right where is fell, with a cumulative -1 to all rolls for each time the same creature has been raised. Raising undead creatures this way does not require concentration from Zarek.
Absorb essence (Cost 3 actions): Zarek absorbs the essence of an ally within 60 feet, killing it instantly and healing itself for 3d6+5 hp. This action can only be used once Zarek is below half hit points.
Description
Zarek has been pursuing power and immortality for a while, and has now found ways to do so. He will kill anything and anyone on its way, although he loves to play with its food. He will eventually kill his enemies, but will show them first that they never stood a chance.
Lair and Lair Actions
If Zarek is fought while he performs his "Lich" ritual at the Sourcestone, the following Lair actions are available:
Force field:
On the initiative roll, Zarek casts the spell wall of force around himself. While the force field is up, he will not attack the enemies, and will only cast spells that will raise undead creatures.
Create the dead:
On initiative 20, Zarek can use his growing power to raise 4 undead. He can choose between Zombie or Skeleton, in any combination he desires (For example, 3 skeletons and 1 Zombie) on any unoccupied space within 60 feet of him. Raising undead creatures this way does not require concentration from Zarek.
Unstable power:
Zarek is absorbing power each turn from the sourcestone to perform his ritual. At initiative 0 on every turn, he must make a concentration check of a DC 10+ 5 for every turn of combat that has passed. If he fails the saving throw, the force wall will disappear. For every successful throw, roll on the wild magic table from the wild magic Sorccerer, and use the sourcestone as a caster.
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