Medium Undead, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 171 (18d8 + 90)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws CON +12, INT +10, WIS +9, CHA +12
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Rejuvenation. If Gatlan has a phylactery, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Gatlan is an 20th-level spellcaster (warlock). His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Gatlan has the following warlock spells prepared:

Cantrips (at will): eldritch blast, mind sliver, lightning lure, thunderclap

 1st level (1 slot): false life

5th level (4 slots): cloud of daggers, scrying, fireball, fly

6th level (1 slot): eyebite

7th level (1 slot): finger of death

8th level (1 slot): power word stun

9th level (1 slot): imprisonment

Turn Resistance. Gatlan has advantage on saving throws against any effect that turns undead.

Invocations. Gatlan has the following warlock invocations: agonizing blast, eldritch spear, eyes of the rune keeper, eldritch mind, fiendish vigor.

Actions

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.

Legendary Actions

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

Cantrip. Gatlan casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Gatlan uses his Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Gatlan 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 Gatlan’s gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Gatlan 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

Gatlan's Lair

Gatlan favors his immense, once-secret library, filled with tomes about the ancient king-turned-demon Imrex, the Emperor of Rot. Having dedicated his life to studying the demon, and even becoming a warlock of Imrex, he thirsts for all the knowledge about Imrex he can find, particularly about the artifacts of the demon.

Having been appointed as the chief researcher on the matter by the army known as the Emperor's Maw, their soldiers fiercely guard Gatlan and his study in Vernai, as they want no one to disturb his work.

Gatlan encountered in his lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), Gatlan can take a lair action to cause one of the following magical effects; Gatlan can’t use the same effect two rounds in a row:

  • Gatlan 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.
  • Gatlan targets one creature he can see within 30 feet of him. A crackling cord of negative energy tethers Gatlan to the target. Whenever Gatlan takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Gatlan 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 Gatlan or the target is no longer in the his lair.
  • Gatlan calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that Gatlan can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
SleepytheCat

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