Legendary Resistance (3/Day). If Varis fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Varis has a phylactery, destroyed Varis gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of his phylactery.
Spellcasting. Varis is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Varis has the following wizard spells prepared: • Cantrips (at will): chill touch, prestidigitation, toll the dead, ray of frost, mage hand • 1st level (4 slots): false life, ray of sickness, cause fear, shield • 2nd level (3 slots): blindness/deafness, gentle repose, ray of enfeeblement, invisibility • 3rd level (3 slots): animate dead, bestow curse, feign death, life transference • 4th level (3 slots): blight, dimension door, ice storm • 5th level (3 slots): danse macabre, enervation, negative energy flood • 6th level (1 slot): create undead, circle of death • 7th level (1 slot): finger of death, plane shift • 8th level (1 slot): abi-dalzim’s horrid wilting, clone • 9th level (1 slot): astral projection
Turn Resistance. Varis has an advantage on saving throws against any effect that turns undead.
Grim Harvest. When Varis kills a creature that is neither a construct nor undead with a spell of 1 level or higher, Varis regains hit points equal to twice the spells level, or three times if it is a necromancy spell.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: (3d6) cold damage. The target must succeed on a DC 18 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.
Withering Touch. Melee Spell Attack: +7 to hit, reach 5ft., one creature. Hit: 5 (2d4) necrotic damage.
Arm of Death. While holding this staff, Varis can expend 1 of the staff’s 10 charges to activate the grim harvest ability (according to the previous spell), or cast the finger of death spell. Can also be used as a melee weapon. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands; 2d8 necrotic damage.
Amulet of the Grim Harvest. Varis can expend 1 of the amulet’s 10 charges to swarm a creature 5ft in front of it, in a black mist. The creature will take 3d10 necrotic damage, and Varis will gain that much health.
Reaction Name. Enter the description for your action.
Varis 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. Varis regains spent legendary actions at the start of their turn.
Cantrip. Varis casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Varis uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Varis fixes his gaze on one creature he can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The 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 Varis’ gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Varis must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Varis' Lair
Varis resides in the mountain of Cloud Top in the Divide mountain range. His lair is crawling with undead that obey his every command.
When Varis is encountered in his lair his challenge rating is 26.
Lair Actions:
On initiative count 20 (losing initiative ties), Varis can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Varis rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
- Varis targets one creature he can see within 30 feet of it. A crackling cord of negative energy tethers him to the target. Whenever he takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Varis takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until he or the target is no longer in Varis' lair.
- Varis calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that Varis can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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