| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 16 | +3 | +11 |
| CON | 18 | +4 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +14 |
| WIS | 14 | +2 | +10 |
| CHA | 16 | +3 | +3 |
Legendary Resistance (5/Day). If Zorlac fails a saving throw, he can choose to succeed instead.
Spirit Jar. If destroyed, Zorlac reforms in 1d10 days if he has a spirit jar, reviving with all his Hit Points. The new body appears in an unoccupied space within Zorlac’s lair.
Multiattack. Zorlac makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.
Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of Zorlac’s next turn.
Spellcasting. Zorlac casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Animate Dead (As an Action), Detect Magic, Dispel Magic, Fly, Lightning Bolt, Mage Hand, Prestidigitation
2/Day Each: Scrying (As an Action), Dimension Door, Invisibility
1/Day Each: Dominate Monster, Globe of Invulnerability, Plane Shift (Self Only).
Amulet of Ultimate Darkness. The Amulet has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Spells table from the Amulet (save DC 18). Clairvoyance (2 Charges), Crown of Madness (1 Charge), Disintegrate (4 Charges), Dominate Monster (5 Charges), Eyebite (4 Charges).
Staff of Melkor . The Staff has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell from the Staff (save DC 18). Finger of Death (5 Charges), Sleep (1 Charge), Slow (2 Charges), Teleport (3 Charges).
Zorlac's Grimoire 1/Day Each. Zorlac can cast the following spells (save DC 18) from it. Animate Dead, Circle of Death, Dominate Monster, Finger of Death. Once he uses the book to cast a spell, he can’t cast that spell again from it until the next dawn.
Protective Magic. Zorlac casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Legendary Action Uses: 4. Immediately after another creature’s turn, Zorlac can expend a use to take one of the following actions. Zorlac regains all expended uses at the start of each of his turns.
Deathly Teleport. Zorlac teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 11 (2d10) Necrotic damage.
Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t an Undead in a 20-foot Emanation originating from Zorlac. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: Zorlac can’t take this action again until the start of his next turn.
Frightening Gaze. Zorlac casts Fear, using the same spellcasting ability as Spellcasting. Zorlac can’t take this action again until the start of his next turn.