Medium Humanoid (Human), Lawful Evil
Armor Class 18 Natural Armor
Hit Points 180 (24d8 + 72)
Speed
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
18 (+4)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws WIS +10, CHA +8
Damage Resistances Necrotic
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 60 ft, Passive Perception 15
Languages Abyssal Common, Infernal
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Spellcasting. Archbishop Lazarus is a 15th-level Cleric. His spellcasting ability is Wisdom  (spell save DC 18, +10 to hit with spell attacks). Archbishop Lazarus has following cleric spells prepared:

  • Cantrips (at will): Toll the dead, Guidance, Thaumaturgy, Sacred Flame
  • 1st level (4 slots): Command, Healing Word, Inflict Wounds, Sanctuary
  • 2nd level (3 slots): Hold person, Spiritual Weapon, Blindness/Deafness
  • 3rd level (3 slots): Animate Dead, Bestow Curse, Revivify
  • 4th level (3 slots): Phantasmal Killer, Divination, Death Ward
  • 5th level (2 slots): Cloudkill, Contagion, Flame Strike
  • 6th level (1 slot): Circle of Death, Harm
  • 7th level (1 slot): Plane Shift, Finger of Death
  • 8th level (1 slot): Power word stun

Channel Divinity (2/Short Rest)

  • Divine Command: As an action, Archbishop Lazarus can present his holy symbol to force one creature within 30 feet to make a Wisdom saving throw (DC 18). On a failed save, the creature is charmed for 1 minute. While Charmed the creature must obey Lazarus's commands, though they can repeat the saving throw at the end of each of its turns
  • Necrotic Empowerment: Archbishop Lazarus can channel the dark energy of Hell, causing his next healing spell to deal necrotic damage instead of healing. The damage is equal that to the amount that would have been healed. Example: if he casts Cure Wounds for 15 hit points, it deals 15 necrotic damage instead

 

Actions

Multiattack. Archbishop Lazarus makes two attacks with his Staff of Fireball or one spell and one attack

Staff of Fireball. (20 charges) allows you to use an action to cast firebolt at 5th level (10d6) using your spell save DC 18

Reactions

Infernal Retreat. When an enemy comes within melee range for the first time during their turn Archbishop Lazarus will teleport 20' away

Description

A tall, imposing figure Archbishop Lazarus once considered a great advisor and clergy man now twisted and corrupt, a reflection of the demonic influence that has consumed him. He is often shown as an embodiment of both religious authority and evil, with his once-sacred robes now stained by the dark powers he serves.

Lair and Lair Actions

Lazarus’s lair is steeped in corruption, and the very ground beneath the adventurers' feet pulses with demonic energy. The walls echo with whispers of madness, and the air is thick with the stench of sulfur. Lazarus can tap into the lair’s dark power to control the environment, summon demonic creatures, or warp reality itself. On initiative count 20 (losing initiative ties), Lazarus can take a lair action to cause one of the following effects. Lazarus cannot take the same lair action two rounds in a row.

1. Unholy Conflagration

Lazarus can cause a burst of hellish flame to erupt from the ground at a point he can see within 60 feet. Each creature in a 10-foot radius must make a DC 15 Dexterity saving throw or take 6d6 fire damage on a failed save, or half as much on a successful one. The area remains ignited for 1 minute, and creatures that enter or start their turn within the area take 1d6 fire damage.

2. Dark Whispers of Diablo

Lazarus can channel the maddening whispers of Diablo, attempting to twist the minds of those around him. Each creature within 30 feet of Lazarus must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.

3. Summon Tormented Minions

Lazarus summons 2d4 Lesser Demons (use the stat block for Night Lords) to fight for him. The demons appear in unoccupied spaces within 30 feet of Lazarus and act immediately after Lazarus’s turn in the initiative order. The demons vanish if they are reduced to 0 hit points or if Lazarus is slain.

4. Blood Ritual

Lazarus channels dark magic to sacrifice his own vitality to empower his dark rituals. He can sacrifice 2d6 hit points (which cannot be reduced by resistances or immunities) to gain one of the following benefits:

  • Rejuvenate: Lazarus regains hit points equal to the number of hit points sacrificed.
  • Power Surge: Lazarus gains advantage on all attack rolls, saving throws, and ability checks until the start of his next turn.
  • Summon Horror: Lazarus can summon a Balrog(use the Balrog stat block ).

5. Soul Corruption

Lazarus corrupts the soul of one creature within 30 feet of him. That creature must succeed on a DC 15 Charisma saving throw or become paralyzed for 1 minute as their soul becomes intertwined with the dark powers of Diablo. While paralyzed, the creature takes 1d6 necrotic damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

6. Cathedral Collapse

Lazarus commands the very foundation of the cathedral to shake, causing debris to fall from the ceiling. Each creature within 30 feet of Lazarus must make a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. The area becomes difficult terrain for the next minute as debris litters the ground.

Wolfmerc

Comments

Posts Quoted:
Reply
Clear All Quotes