Legendary Resistance (3/Day). If Cholezar fails a saving throw, he can choose to succeed instead.
Master of the Grave. While within 30 feet of Cholezar, any undead ally of his makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
Evasion. If Cholezar is subjected to an effect that allows ihimto make a Dexterity saving throw to take only half the damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Spellcasting. Cholezar is a 13th-level spellcaster. his spellcasting ability is Intelligence (spell save DC18, +10 to hit with spell attacks). Cholezar knows the following wizard spells:
Cantrips (at will): Chill Touch, Fire Bolt, Mage Hand, Poison Spray, Ray of Frost, Shocking Grasp
1st level (4 slots): Magic Missile, Expeditious Retreat, Thunderwave
2nd level (3 slots):Mirror Image, Scorching Ray, Invisibility
3rd level (3 slots): Fear, Haste, Lightning Bolt
4th level (3 slots):Dimension Door, Ice Storm, Blight
5th level (2 slots):Cloudkill, Cone of Cold, Wall of Force
6th level (1 slot):Eyebite, Otto's Irresistible Dance
7th level (1 slot):Finger of Death
Multiattack. Cholezar makes three bone staff attacks.
Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
Cholezar 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. Cholezar regains spent legendary actions at the start of his turn.
Bone Staff (Costs 2 Actions). Cholezar makes a bone staff attack.
Cantrip. Cholezar casts a cantrip.
Move. Cholezar moves up to his speed without provoking opportunity attacks.
Summon Undead (Costs 3 Actions). Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of Cholezar and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. Cholezar can have up to five undead summoned by this ability at a time.
Description
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Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Cholezar rolls a d20. On a result of 11 or higher, Cholezar takes a lair action to cause one of the following effects. He can’t use the same effect two rounds in a row.
- The strongholf trembles violently for a moment. Each creature on the floor of the stronghold must succeed on a DC 19 Dexterity saving throw or be knocked prone.
- Cholezar targets one creature he can see within 60 feet of him. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
- Cholezar targets any number of creatures he can see within 30 feet of him. No target can regain hit points until initiative count 20 on the next round.
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