Legendary Resistance (5/Day). If the Baelnorn fails a saving throw, it can choose to succeed instead.
Undying. If the Baelnorn is slain, its soul refuses to accept its fate and its spirit returns to the site of its clone, or if no clone has been created, to its phylactery, where it waits as the power that gave it life forms a new body after 1d20 days; in this case its new body appears within 5 feet of the phylactery. When the new body is complete, the Baelnorn regains all its hit points and becomes active again.
Sky Piercer. The Baelnorn is armed with Sky Piercer, a massive, ornate, menacing halberd with an oversized head. It is double the weight of a standard halberd, and requires a Strength score of at least 18 to wield.
Attacks using this weapon deal either Slashing or Piercing damage. The Baelnorn havs a +3 bonus to attack and damage rolls made with this magic weapon.
Sky Piercer has 4 charges. As an action on its turn, the Baelnorn can expend one or two charges to force a single creature within 30 ft. to succeed on a Wisdom saving throw (DC 17). On a failed save, depending on the number of charges you expend:
1 charge - The creature becomes frightened of the Baelnorn for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from the Baelnorn as it can, and it can't willingly move to a space within 30 feet of it. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
2 charges - The creature becomes [condition]incapacitatedparalyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
The spear regains 1d4 charges each dawn.
Multiattack. The Baelnorn uses Pyre of the Martyred (if available), Birth of the Eternal Defender, or Spellcasting. He then makes two attacks with Sky Piercer.
Pyre of the Martyred (Recharge 5–6). The Baelnorn conjures a cyclone of grey, magical flames that erupt in a 40ft radius sphere centered on itself. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and has the charmed condition for 1 minute, seeing the Baelnorn as a symbol of steadfast duty and resilience. On a successful save, the creature takes half as much damage only. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Birth of the Eternal Defender. The Baelnorn causes necrotic magic to engulf one creature it can see within 120 feet of itself in black and deep purple flames. The target must make a DC 18 Constitution saving throw, taking 60 (8d8 + 28) necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this magic rises as an eidolon at the start of the Baelnorn's next turn and acts immediately after the Baelnorn in the initiative order. The eidolon is under the Baelnorn's control.
Spellcasting. The Baelnorn 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, Haste (as an action)
1/day each: Dominate Monster, Globe of Invulnerability, Plane Shift (self only)
Winds of Life. The Baelnorn teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. It can cause each creature of its choice within 15 feet of its destination space to regain 10 (3d6) hit points. If at least one creature regains hit points in this way, the Baelnorn regains 40 hit points.
The Baelnorn can take up to two reactions per round but only one per turn.
Enlightened Counterspell. The Baelnorn whispers arcane words to interrupt a creature it 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, the Baelnorn 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.
Immortal Rebuke. In response to being hit by an attack, the Baelnorn offers a quiet word of regret, dealing 10 (3d6) necrotic damage to the attacker, and the Baelnorn teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Description
Baelnorns, sometimes called baelnorn liches, were elves who chose a path of duty beyond death which closely resembled lichdom. They often did so to serve or safeguard their families, communities, or important places, and acted as keepers and protectors of elven clans and holdings far beyond the lifespan of a living elf.
Most baelnorn were spellcasters, and maintained their mental and magical abilities in their undead state, with some exceptions. Sustained by magic, younger baelnorns appeared largely as they had in life, if somewhat taller, but with immediate yet subtle clues to their nature, such as their glowing white eyes and shriveled skin which turned slightly translucent over time. Older baelnorn lost most of their hair, bulk, and even skin, appearing as little more than skeletons, although they would not degrade further than this. It was unclear just how long they could endure, although no reports existed of millennia-old baelnorns.
A baelnorn could be of any non-evil nature, mainly lawful good, retaining whatever alignment it had in life. Compared to other types of liches, baelnorn were far less greedy and power-hungry. They dedicated themselves completely to whatever task or duty had compelled them to seek unlife in the first place. A baelnorn who served as a guardian might spend centuries laying and checking traps, always ready for a fight. Most baelnorns, however, preferred to avoid combat if possible.
(From the Forgotten Realms wiki)
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