Medium Humanoid (Human), Neutral Evil
Armor Class 18 (natural armor)
Hit Points 204 (24d8 + 96)
Speed 40 ft.
STR
16 (+3)
DEX
24 (+7)
CON
18 (+4)
INT
22 (+6)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +13, INT +12, WIS +11, CHA +12
Skills Deception +18, Insight +11, Perception +11, Stealth +19
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 21
Languages Common, Thieves' Cant
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Evasion. When Arzin is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Innate Spellcasting. Arzins innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components:

At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4 psychic damage)

3/day each: confusioncounterspell

2/day each: blur, mirror imagecommand

1/day each: modify memory, Rary’s telepathic bond

Legendary Resistance (3/Day). If Lazav fails a saving throw, he can choose to succeed instead.

Psychic Defenses. Unless Arzin is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Arzin only if he allows it.

Actions

Multiattack. Arzin makes two Shadow Slash attacks and one  Shadow Grapple attack.

Shadow Slash. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 13 (1d10 + 7) piercing damage plus 11 (2d10) psychic damage, and the target has disadvantage on the next attack roll it makes before Arzin's next turn.

Shadow Grapple. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 10 (1d8 + 6) psychic damage. If the target is Huge or smaller, it is grappled (escape DC 16). Arzin can have up to two targets grappled at a time.

Mind Siphon (Recharge 5–6). Arzin targets a creature it is grappling. The target must make a DC 16 Intelligence saving throw. On a failed save, the target takes 28 (8d6) psychic damage. On a successful save, the target takes half as much damage. On either save, Arzin regains a number of HP equal to half of the damage taken, and that creature's maximum HP is reduced by that amount.

Bonus Actions

Psychic Step. Arzin magically teleports to an unoccupied space he can see within 60 feet of him.

Legendary Actions

Arzin 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. Arzin regains spent legendary actions at the start of his turn.

Attack. Arzin makes a Shadow Attack.

Psionics (Costs 2 Actions). Arzin uses Psychic Step or Spellcasting.

Shatter Concentration (Costs 2 Actions). Arzin targets a creature it is grappling. The target takes 19 (3d12) psychic damage, and the target’s concentration on a spell it has cast or an ability it is maintaining ends.

Monster Tags: Dimir

ColdBrewNate

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