Legendary Resistance (5/Day). If Bazonier fails a saving throw, he can choose to succeed instead.
Special Equipment. Bazonier wields a dagger named Ichorstick. In the hands of anyone other than Bazonier it corrupts without hesitation.
Undying. If Bazonier is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. Bazonier’s new body appears within Farrendal.
Multiattack. Bazonier uses Army of Corruption (if available), Rotted Will, or Spellcasting. He then makes two attacks with Ichorstick.
Ichorstick. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target must make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can’t regain hit points.
Army of Corruption (Recharge 5–6). Bazonier conjures a torrent of flying, corrupted entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and has the frightened condition for 1 minute. On a successful save, the creature takes half as much damage only. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rotted Will. Bazonier causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60) necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie at the start of Bazonier's next turn and acts immediately after Bazonier in the initiative order. The zombie is under Bazonier’s control.
Spellcasting. Bazonier casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):
At will: Animate Dead (as an action), Detect Magic, Dispel Magic, Fly, Lightning Bolt, Mage Hand, Prestidigitation
2/day each: Dimension Door, Invisibility, Scrying (as an action)
1/day each: Dominate Monster, Dream, Globe of Invulnerability, Plane Shift, Power Word Kill, Feeblemind
Vile Teleport. Bazonier teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Bazonier regains 80 hit points.
Bazonier can take up to three reactions per round but only one per turn.
Akashic Counterspell. Bazonier utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Bazonier makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.
Sickly Rebuke. In response to being hit by an attack, Bazonier utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Bazonier teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
Birth of Resentment. If Bazonier is less than half health and takes damage, he will coalesce his corrupted magic to create clones of the party with 70 hit points. They will take their turns immediately after Bazonier. Creature's affected by this cannot be cloned a second time.
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