Medium Humanoid (Half-Orc), Chaotic Evil
Armor Class 23 +1 Plate, +1 Shield, Cloak of Protection
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
14 (+2)
DEX
11 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
20 (+5)
CHA
9 (-1)
Saving Throws WIS +9, CHA +3
Skills Insight +9, Perception +9, Religion +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision Can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray., Passive Perception 19
Languages Common, Orc
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Equipment: Arzul is wearing +1 half-plate, a cloak of protection, and uses a +1 shield. He wields an unholy mace. Also, Arzul carries three potions of healing.

Spellcasting: Arzul is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following cleric spells prepared:

Cantrips (at will): chill touch, guidance, light, sacred flame, spare the dying, thaumaturgy

1st level (4 slots): bane, cure wounds, false life, healing word, inflict wounds, ray of sickness, sanctuary

2nd level (3 slots): blindness/deafness, ray of enfeeblement, silence, spiritual weapon

3rd level (3 slots): animate dead, bestow curse, dispel magic, mass healing word, protection from energy, spirit guardians, vampiric touch

4th level (3 slots): blight, death ward, freedom of movement

5th level (2 slots): antilife shell, cloudkill, contagion, flame strike

Touch of Death (1/Day): When Arzul hits a creature with a melee attack, he can choose to deal an extra 25 necrotic damage to the target.

Actions

Arzul's first move is to upcast Spirit Guardians to the highest level available.

Multiattack. Arzul makes two melee attacks.

Unholy Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and if the target is a creature of good alignment, Arzul deals an additional 7 (2d6) points of damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage plus 4 (1d8) necrotic damage.

Arcaver

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