Medium Undead, Lawful Evil
Armor Class 21 half-plate
Hit Points 600 (13d8 + 39)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
15 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +11, INT +10, WIS +13, CHA +11
Skills History +5, Religion +5
Damage Vulnerabilities Fire, Psychic
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision, Truesight, Passive Perception 17
Languages Telepathy The languages it knew in life
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Magic Resistance. Alcazzar the Eternal  has advantage on saving throws against spells and other magical effects.

Rejuvenation. A destroyed Alcazzar the Eternal  gains a new body in 1 turn (6 seconds) if the obelisks of Khatep are intact, regaining all its hit points and becoming active again. if the crown of immortality is removed, this trait does not apply.

Immortality. Alcazzar the Eternal cannot take damage while the Obelisks of Khatep are intact, and while Alcazzar is wearing the crown of immortality.

Spellcasting. Alcazzar the Eternal is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Alcazzar the Eternal  has the following spells prepared:

Cantrips (at will): sacred flame, thaumaturgy

1st level (6 slots): command, guiding bolt, shield of faith,  inflict wounds

2nd level (5 slots): hold person, silence, spiritual weaponcrown of madness.

3rd level (5 slots): animate dead, dispel magic

4th level (5 slots): divination, guardian of faith

5th level (5 slots): contagion, insect plague

6th level (4 slot): harmblade barrier

7th level (3 slot):  EtherealnessFire Storm

8th level (2 slot): Holy Aura

Actions

Multiattack. Alcazzar the Eternal can use its Dreadful Glare and makes one attack with its Khopesh of The Withered. Alternatively, it can make two attacks with its Khopesh of The Withered, or one attack with its Khopesh of The Withered and cast a spell. When below 300 hit points, Alcazzar can make three attacks with its Khopesh of The Withered, but cannot cast spells using an action (legendary actions are unaffected).

Khopesh of The Withered  Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 40 (8d10) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with the Curse of Withering Flesh . The cursed target can't regain hit points, and its hit point maximum decreases by 10 for every day that elapses. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Cursed item:  the Khopesh is a cursed item, if this item is used it conveys the Curse of Withering Flesh onto the user. the curse does not progress unless the user is holding it, but if it is being held, the curse progresses every turn (6 seconds)

Dreadful Glare. Alcazzar the Eternal targets one creature it can see within 60 feet of it. If the target can see Alcazzar, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of Alcazzar's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of Alcazzar for the next 24 hours.

Legendary Actions

Alcazzar the Eternal 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. Alcazzar the Eternal regains spent legendary actions at the start of its turn.

Cast a Spell. Alcazzar the Eternal casts one spell with a casting time of one action or bonus action.

Attack. Alcazzar the Eternal makes one attack with its Khopesh of The Withered  or uses its Dreadful Glare.

Blinding Dust. Blinding dust and sand swirls magically around the Alcazzar the Eternal. Each creature within 5 feet of Alcazzar the Eternal must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Blasphemous Word (Costs 2 Actions). Alcazzar utters a blasphemous word. Each non-undead creature within 10 feet of Alcazzar that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the Alcazzar's next turn.

Channel Negative Energy (Costs 2 Actions). Alcazzar magically unleashes negative energy. Creatures within 60 feet of Alcazzar, including ones behind barriers and around corners, can't regain hit points until the end of Alcazzar the Eternal's next turn.

Whirlwind of Sand (Costs 2 Actions). Alcazzar the Eternal magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, Alcazzar the Eternal is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the Alcazzar the Eternal remain in its possession.

Description

upon death: Alcazzar disintegrates, leaving his skull, the Khopesh of the Withered, the crown of immortality and the ring of legions.

The Crown of Immortality: the crown of immortality grants resistance to bludgeoning, piercing and slashing damage. if the crown was taken without the obelisks of Khatep being destroyed, the wearer gains Alcazzar's Magic resistance and rejuvenation traits. 

Alcazzar's skull: the skull bestows a curse upon anyone who touches it. anyone with this curse takes a -2 penalty to all stats, and a -10 to hit points. This lasts until the skull is destroyed, which can be done with the disintegrate spell.

the ring of legions: the ring allows the wearer to control the skeletons of any warriors that served Alcazzar in life. they use the Alcazzar's Legion Skeleton stat block.

Lair and Lair Actions

Alcazzar the Eternal’s Lair

Alcazzar the Eternal can only be encountered in his lair. 

his lair is a vast pyramid with a magical shield around it that cannot be destroyed or removed by anything short of a wish spell. Also, no god may enter, although they can give people inside their power. it has a huge number and variety of traps, and many undead/constructs. Alcazzar is found in his chamber, about 1/4 of a mile underground, it is a 100 ft by 100 ft square room, with Alcazzar's sarcophagus in the centre. 10 ft to the left and right of the sarcophagus are the obelisks of Khatep.

The Obelisks of Khatep: the Obelisks of Khatep are two black marble obelisks, each 15 ft tall, and covered in arcane symbols and hieroglyphs. they have 55 hit points each. Destroying them brings down the shield around the pyramid, and weakens Alcazzar's rejuvenation.   

Alcazzar the Eternal encountered in his lair has a challenge rating of 25

Lair Actions

On initiative count 20 (losing initiative ties), Alcazzar the Eternal takes a lair action to cause one of the following effects; Alcazzar the Eternal can’t use the same effect two rounds in a row.

  • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Alcazzar the Eternal’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.

Regional Effects

Alcazzar the Eternal’s pyramid is warped in all of the following ways by the creature’s dark presence:

  • Divination spells cast within the lair by creatures other than Alcazzar have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.

If Alcazzar the Eternal is destroyed, these regional effects end immediately.

Habitat: Desert

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