Azalin Rex

Medium Undead (wizard), Neutral Evil
RHW

AC 20

HP 390 (52d8 + 156)

Speed 30 ft.

STR

11 (+0)

Save +0

DEX

16 (+3)

Save +10

CON

16 (+3)

Save +10

INT

21 (+5)

Save +12

WIS

17 (+3)

Save +10

CHA

16 (+3)

Save +3

Saving Throws DEX +10, CON +10, INT +12, WIS +10

Skills Arcana +19, History +12, Insight +10, Perception +10

Resistances Cold; Lightning

Immunities Necrotic; Poison

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses Truesight 120 ft., Passive Perception 20

Languages all

CR 23

Traits

Darklord Restoration. If Azalin dies and his spirit jar remains intact, he revives with all his Hit Points in 2d10 days in the unoccupied space nearest his spirit jar. If Azalin's spirit jar is destroyed, he instead revives in 4d10 days in Castle Avernus in Darkon.

Legendary Resistance (4/Day, or 5/Day in Domain). If Azalin fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Azalin 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 Azalin's next turn.

Legendary Actions

Eldritch Teleport. Azalin teleports up to 60 feet to an unoccupied space he can see and makes one Eldritch Burst or Paralyzing Touch attack.

Forbidden Knowledge. int 20, up to three creatures Azalin can see within 60 feet. Failure: 28 (8d6) Psychic damage, and the target has the Stunned condition until the end of Azalin's next turn. Success: Half damage only. Failure or Success: Azalin can't take this action again until the start of his next turn.