Arcane Archeologist. Arris can magically produce exactly the tool he needs when he has cartographer's tools or thieves' tools in his hands and has advantage on Dexterity (Sleight of Hand) checks made to dig or excavate.
Combative Sap. Every creature of Arris' choice within 60 feet of him takes 13 (2d12) necrotic damage at the start of his first turn in combat. Arris ginas temporary hit points equal to the total damage dealt to all targets.
Communal Willpower. Any Undead creature of Arris' choice within 30 feet of him has advantage on saving throws against being charmed or frightened, and against features that turn undead.
Legendary Resistance (2/Day). If Arris fails a saving throw, he can choose to succeed instead.
Magic Resistance. Arris has advantage on saving throws against spells and either magical effects.
Special Equipment. Arris wields a Staff of Withering and a Wand of Binding (accounted for in his statistics). The staff has 3 charges and regains 1d3 expended charges daily at dawn. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If Arris expends the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Turn Immunity. Arris is immune to effects that turn undead.
Multiattack. Arris uses Life Drain (if available) then makes two Rusty Tool attacks. Alternatively, he uses Spellcasting and makes one Death Bolt or Grave Touch attack.
Death Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 10 (2d4 + 5) necrotic damage and the creature can't regain hit points until the end of Arris' next turn.
Grave Touch. Melee Weapon Attack: +6 to hit, range 5 ft., one creature. Hit: 10 (2d8 + 1) necrotic damage or 19 (4d8 + 1) necrotic damage if the target has less than half its hit points. The creature must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The creature dies if this effect reduces its hit point maximum to 0. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.
Rusty Tool. Melee or Ranged Weapon Attack: +9 to hit, range 5 ft. or 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the target must succeed on a DC 18 Constitution saving throw or be poisoned 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.
Staff of Withering (3/Day). Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with both hands. Arris can expend 1 charge to deal an extra 11 (2d10) necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on any ability check or saving throw that uses Strength or Constitution for 1 hour.
Spellcasting. Arris casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
3/day each: armor of agathys, disguise self, mage armor
2/day each: animate dead, blindness/deafness, mirror image
1/day each: banishment, bestow curse, blight
Wand of Binding Spellcasting. While holding the Wand of Binding, Arris can cast the following spells from the wand by expending the specified number of charges (spell save DC 17): hold monster (5 charges) or hold person (2 charges).
Life Drain (Recharge 4-6). Arris targets any creatures of his choice within 10 feet of him. Each target must succeed on a DC 18 Constitution saving throw or take 22 (4d10) necrotic damage, and he regains hit points equal to the total damage dealt to all targets.
Revive (1/Day). Arris touches a creature that isn't a Construct or Undead, who has died within the last 10 minutes and that creature returns to life with 1 hit point. Until that creature finishes a long rest, it has a cumulative -3 to all rolls.
Dutiful Partner. Arris gives one friendly creature within 15 feet of him advantage on the next attack roll, ability check, or saving throw it makes.
Sacrificial Withering (3/Day). Arris must succeed on a DC 15 Constitution saving throw. On a failed save, Arris takes 33 (6d10) force damage and loses his reaction for the round. On a successful save, Arris takes half as much damage and gains an extra reaction for the round. Arris can only use each reaction once per round.
Assisted Escape. While holding the Wand of Binding, Arris can expend 1 charge and gain advantage on a saving throw he makes to avoid being paralyzed or restrained, or he can expend 1 charge and gain advantage on any check he makes to escape a grapple.
Counterspell. Arris attempts to interrupt a creature he can see that is casting a spell. If the spell is 2nd level or lower, it fails and has no effect. If the spell is 3rd level or higher, Arris makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.
Shield. When Arris is hit by an attack roll, he adds a +3 bonus to his AC until the start of his next turn.
Arris 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. Arris regains spent legendary actions at the start of its turn.
Attack. Arris makes one melee attack.
Move. Arris moves up to his speed without provoking opportunity attacks.
Exhausting Glare (Costs 2 Actions). Arris targets one creature he can see within 90 feet of himself. The target must succeed on a DC 18 Consitution saving throw or gain a level of exhaustion.
Vile Curse (Costs 3 Actions). Arris targets one creature he can see within 30 feet of himself. The target must succeed on a DC 18 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Arris can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
Arcane Nullification. Arris targets one creature he can see within 30 feet of him. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
Cause Fear. Arris targets one creature he can see within 30 feet of him. The target must succeed on a DC 18 Wisdom saving throw or be frightened or Arris until initiative count 20 on the next round.
Grasping Skeleton. A skeletal hand bursts forth from the ground from a point Arris can see within 60 feet. One creature of Arris' choice within 5 feet of that space must make a DC 18 Dexterity saving throw or be restrained until initiative count 20 on the next round.
Previous Versions
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