Medium Undead (Elf), Chaotic Evil
Armor Class 17 Natural
Hit Points 219 (35d6 + 9)
Speed 30 ft., Fly 60 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
21 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +12, INT +14, WIS +11
Skills Arcana +20, History +14, Insight +8, Perception +7
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Truesight 120 ft., Passive Perception 17
Languages Abyssal, Common, Deep Speech, Draconic, Elvish, Sylvan
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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.

Arm of Death. The staff has 10 charges. While holding the staff Varis can 1 action to cast danse macabre, animate dead, or negative energy flood. Alternatively, he can expend 2 more of the staff’s charges to raise all dead in a 120ft radius to fight for Varis until defeated. The staff regains 1d10 charges when Varis kills anything with a necromancy spell.

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. Every Friday at dusk the amulet gains 2 charges.

Master of the Grave. While within 30ft of Varis, any undead ally of Varis makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

          

Actions

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. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (2d12) necrotic damage.

Legendary Actions

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 his 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.

Summon Undead (Costs 3 Actions). Up to five skeletons or zombies appear in unoccupied spaces within 30ft of Varis and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. Varis can have up to five undead summoned by this ability at a time.

Description

Archlich Varis is possibly the most power necromancer the universe has ever seen, or the multiverse in his eyes. Varis is a stubborn 30,287 year old lich that obsesses over death. he spends his days practicing necromancy and scheming plans on inter dimensional domination in his mountain, Cloud Top. He is always aided by his small skeletal assistant Mr. Bones who is very loyal to him. Varis hates everything that is good and righteous.      

Lair and Lair Actions

Varis' Lair

Varis' lair of Cloud Top is a horrible laboratory filled to the brim with dark secrets and the undead. Many adventurers come in the lair seeking riches and fame, but they come out a slave to Varis (But they're still rich). 

Lair Actions

On initiative count 20 (losing initiative ties), Vari 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 him. A crackling cord of negative energy tethers Varis to the target. Whenever Varis 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 Varis or the target is no longer in the Varis' lair.
  • Varis calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that he can see within 60 feet of it. 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.

Monster Tags: NPCundeadelf

Habitat: Mountain

SaxophoneIllithid

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