| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 16 | +3 | +10 |
| CON | 16 | +3 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 21 | +5 | +12 |
| WIS | 14 | +2 | +9 |
| CHA | 16 | +3 | +3 |
Hidden Clone. If destroyed, the baelnorn's spirit enters a hidden clone that lies somewhere within its lair, and is revived with all Hit Points within 1d10 days
Legendary Resistance (4/Day, or 5/Day in Lair). If the baelnorn fails a saving throw, it can choose to succeed instead.
Multiattack. The baelnorn makes three attacks, using Eldritch Burst or Touch of the Ancients in any combination.
Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Touch of the Ancients. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Radiant damage, and the target has the Stunned condition until the start of the baelnorn's next turn.
Spellcasting. The baelnorn casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation
2/Day Each: Dimension Door, Plane Shift, Teleport
1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying
Protective Magic. The baelnorn casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the baelnorn can expend a use to take one of the following actions. The baelnorn regains all expended uses at the start of each of its turns.
Blessing of the Ancients. The baelnorn targets an ally it can see within 30 feet of it. The target has Advantage on its next attack roll.
Cleansing Light. Constitution Saving Throw: DC 20, each creature in a 20-foot Emanation originating from the baelnron. Failure: 31 (9d6) Radiant damage. Success: Half damage. Failure or Success: The baelnorn can’t take this action again until the start of its next turn.
Radiant Teleport. The baelnorn teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Radiant damage.
Description
The baelnorn are powerful elven wizards who have called upon the Seldarine to grant them a means to continue their duties long beyond even an elf's already extended lifetime. While they have similarities to liches and they are undead, these beings are ancient protectors of the elven ways and mean no harm to those who in turn mean no ham to elvenkind.
The methods of creating baelnorn are thought forgotten or lost, and have been so for centuries, meaning the baelnorn who exist today are themselves all ancient. In the time they have had, they have perfected their magic so that few could best a baelnorn in a magical duel. Already rare, every baelnorn that is destroyed brings them closer to extinction, and thus they grow more desperate in their duties.
The undead appearance of a baelnorn, particularly those who have existed for ages, is impossible to ignore but somehow they seem less menacing than a normal lich. Through years of existing alone, most no longer bother to keep up illusions, but even still, the elven undead's appearance does no instill horror.
Baelnorn exist to continue serving elvenkind and protecting ancient elven secrets. Roll on or choose from the Baelnorn Purpose table to inspire why the undead elf continues its ageless existence.
| 1d4 | The Baelnorn Exists in Order to … |
|---|---|
| 1 | Guard one of the first temples to the Seldarine. |
| 2 | Keep a dangerous artifact hidden from the clutches of the demons who seek it out. |
| 3 | Protect the graves and eternal rest of ancient elven kings and queens. |
| 4 | Continue to hide one of the greatest stores of elven knowledge in existence. |
Baelnorn Clones
Baelnorns do not have spirit jars lich a lich, but most can instead grow a clone with a modified version of the spell of the same name. Such clones do not instantaneously arise upon the destruction of the baelnorn's body and instead take a few days to awaken. In the time that it takes to do so, if the clone is found, it can easily be destroyed. A baelnorn can have at most one clone available to it.
Lair and Lair Actions
The everlasting elven undead almost always lives within ancient and possibly forgotten ruin that once belonged to elvenkind.
Knowledge of their existence can lead to threats so baelnorn like to keep themselves hidden even from their ancestors. However, their existence in such a ruin has some effects that are difficult to ignore.
The region containing a baelnorn's lair is warped by its presence, creating the following effects:
Hidden Secrets. Creatures who have ill will in a ruin guarded by a baelnorn are less likely to discover its s secrets. Such creatures suffer Disadvantage on Perception skill checks.
Projected Images. A baelnorn can project a harmless image of itself anywhere within 1 mile of its lair. This image cannot affect the physical world a round it, but it can speak and the baelnorn can see all it can see.
If the baelnorn is destroyed or moves its lair elsewhere, these effects end immediately. These effects resume if the baelnorn gains a new body (see its Hidden Clone trait).
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