Legendary Resistance (3/Day). If Amanar fails a saving throw, he can choose to succeed instead.
Rejuvenation. If he has a phylactery, Amanar gains a new body in 1d10 days after being destroyed, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Amanar is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Amanar has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
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 (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill, wish
Turn Resistance. Amanar has advantage on saving throws against any effect that turns undead.
Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d8 + 8) bludgeoning damage.
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.
Amanar 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. Amanar regains spent legendary actions at the start of his turn.
Cantrip. Amanar casts a cantrip.
Morningstar (Costs 2 Actions). Amanar attacks with his morningstar.
Frightening Gaze (Costs 2 Actions). Amanar fixes his gaze on one creature he can see within 10 feet of him. 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 Amanar's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Amanar 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.
Lair and Lair Actions
Amanar’s Lair
Amanar's lair is his castle in Gorathan, a dark fortress guarded by an army of Hobgoblins, Orcs, and Undead.
If encountered in his lair, Amanar has a challenge rating of 25 (75,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Amanar 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:
- Amanar rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
- Amanar targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers him to the target. Whenever Amanar takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Amanar 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 Amanar or the target is no longer in his lair.
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