Medium Humanoid (Wizard), Neutral Evil
Armor Class 17 Natural Armor
Hit Points 154 (18d10 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +9, INT +11, WIS +8
Skills Arcana +19, History +19, Insight +9, Perception +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 18
Languages Common. Plus up to five other languages
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Az'Duril begins combat with up to three undead already summoned. He may choose to spend his turn to summon three additional undead not to exceed six undead.

Spellcasting. Az'Duril is an 18-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Az'Duril has the following wizard spells prepared:

Cantrips (at will): mage hand, toll the dead, ray of frost

1st level (4 slots): detect magic, magic missile, shield, inflict wounds

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, speak with dead, fireball

4th level (3 slots): blight, antilife shell

5th level (3 slots): enervation, danse macabre

6th level (1 slot): create undead, freezing sphere

7th level (1 slot): finger of death, symbol

8th level (1 slot): dominate monster, abi-dalzim's horrid wilting

9th level (1 slot): imprisonment

Actions

Ray of Frost. Spell Attack: +10 to hit, range 60 ft., one creature. Hit: A frigid beam of blue-white light streaks toward a creature within range. On a hit, it takes 4d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Toll the Dead. Spell Attack: +10 to hit, range 60 ft., one creature. Hit: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 4d8 necrotic damage. If the target is missing any of its hit points, it instead takes 4d12 necrotic damage.

Hand of Death. Melee Attack: +9 to hit, reach 5 ft., one creature. Hit: Target must succeed on a DC 15 Constitution saving throw. If successful they take (3d6) necrotic damage, on a failure they are reduced to (2d4) HP

Legendary Actions

Az'Duril 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. The lich regains spent legendary actions at the start of its turn.

Cantrip. Az'Duril casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Az'Duril uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Az'Duril fixes its gaze on one creature it can see within 10 feet of it. 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 the lich's gaze for the next 24 hours.

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

 

Lair Actions

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

 

Celebron

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