Spellcasting. Iurandum is a 10th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good,
thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic
Multiattack. Iurandum makes three attacks with his glaive, Luxaesor. In place of one of these attacks, he can cast a spell for which he has a spell slot remaining. In addition, he can replace one of these attacks with his Mark of the Accursed ability if it is available.
Luxaesor. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 9 (1d1O + 4) slashing damage plus 5 (1d8) necrotic damage.
Mark of the Accursed (Recharge 5-6). Iurandum chooses up to two creatures he can see. Each of those creatures must make a DC15 Wisdom saving throw. On a failure, the next time that creature is hit with an attack, it has vulnerability to all of that attack's damage, then the curse ends.
Iurandum can take 2 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. Iurandum regains spent legendary actions at the start of his turn.
Luxaesor. Iurandum makes one Luxaesor attack.
Mark for Death (Costs 2 actions). Iurandum chooses one creature he can see within 30 feet. That creature must succeed on a DC15 Wisdom saving throw. On a failed save, the next time the marked creature is hit with an attack, the creature has vulnerability to all of that attack's damage.
Lair and Lair Actions
Iurandum makes his lair within the depths of the old Elvarite Sanctum. Once dedicated to the protection of the weak from the wicked in servitude to Helm, Iurandum has fallen far from the grace of his god. Now, his cursed and tormented soul writhes in agony in the very chamber where he first disobeyed his god. He remains there in hopes that, by dying in service to the duty he had shirked, he may be redeemed.
Lair Actions
On initiative count 15, Iurandum takes a lair action to cause one of the following effects; Iurandum can’t use the same effect two rounds in a row:
- Baleful Presence. Each creature that starts its turn within 30 feet of Iurandum must make a DC 13 Wisdom saving throw or be frightened of him for 1 minute. Once a creature makes the save, it is immune to Iurandum's Baleful Presence for 24 hours. If a frightened target ends its turn more than 30 feet away from Iurandum, it can repeat the saving thrown, ending the effect on itself on a success.
- Werewraith. Iurandum invigorates the spirit of 1d4 dead lycanthropes. Each spirit has the stats of a Wraithheart. The wraithsword of the spirit takes the form of a pair of wicked claws. The Wraithheart acts immediately, and takes its turn on initiative count 15.
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