Legendary Resistance (3/Day). If the Baelnorn fails a saving throw, is can choose to succeed instead.
Magic Resistance. The Baelnorn has advantage on saving throws against spells and other magical effects.
Rejuvenation. The Baelnorn's body turns to dust when it drops to 0 hit points, and its equipment is left behind. It gains a new body after 1d10 days, regaining all its hit points and becoming active again. The new body appears within two hundred miles of the location at which it was destroyed.
Spellcasting. The Baelnorn is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): chill touch (see “Actions” below), fire bolt, mage hand, prestidigitation, toll the dead
1st level (4 slots): magic missile, shield, find familiar, Tasha's hideous laughter
2nd level (3 slots): vortex warp, detect thoughts, mirror image
3rd level (3 slots): dispel magic, counterspell, fireball, fly, lightning bolt, summon fey
4th level (3 slots): greater invisibility, confusion, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, animate objects
6th level (2 slot): chain lightning, circle of death, disintegrate
7th level (2 slot): finger of death, forcecage, crown of stars
8th level (1 slot): incendiary cloud, sunburst, clone.
9th level (1 slot): wish, meteor swarm
Chill Touch (Cantrip). Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target can’t regain hit points until the start of Illmarrow’s next turn. If the target is undead, it also has disadvantage on attack rolls against the Baelnorn until the end of its next turn.
Paralyzing Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Poison Breath (Recharge 5–6). The Baelnorn exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can’t regain hit points. On a successful save, the creature takes half as much damage and isn’t poisoned.
The Baelnorn 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. The Baelnorn regains spent legendary actions at the start of her turn.
Cantrip. The Baelnorn casts a cantrip.
Paralyzing Claw. The Baelnorn uses its Paralyzing Claw.
Frightening Presence (Costs 2 Actions). The Baelnorn targets up to three creatures it can see within 30 feet of itself. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Baelnorn's Frightening Presence for the next 24 hours.
Poison Breath (Costs 3 Actions). The Baelnorn recharges its Poison Breath and uses it.
Description
A lich like creature, while similar to the evil undead spellcasters, these noble undead were instead created through a ritual of positive energy blessed by the Elven god of magic, Corellon Larethian. These creatures use the clone spell to preserve their lives beyond their original body rather than a Phylactery.
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