Baelnorn
Medium Undead (Wizard), Neutral GoodUndead Protector of Ancient Sites
Baelnorns are deathless guardians of treasures and lore. Each baelnorn was once a living person who undertook a non-evil process to preserve their existence that involved either a divine blessing or an ancient ritual. Many baelnorns were once elves. In fact, ancient elves were the first to discover the secret to becoming a baelnorn.
Baelnorns typically dedicate themselves to protecting vaults, castles, or ruins. In the Forgotten Realms, elf baelnorns protect the site of Myth Drannor, a ruined ancient city that was once a magical metropolis. Many enjoy studying ancient lore lost to living scholars. As only the most dedicated can endure the transition into a baelnorn, baelnorns are often proud of the eternal life they've achieved.
Unlike liches, baelnorns almost never have soul jars, although some baelnorns associated with a holy site might house their souls within a sacred relic. Many baelnorns create magical clones their spirits can inhabit if their bodies are destroyed.
Newly risen baelnorns look much as they did in life, albeit with glowing white eyes. They often continue their prior roles as guardians, sages, or teachers. A baelnorn's hair and flesh gradually fade away over many years; the oldest resemble stately skeletons in diaphanous raiment.
Baelnorns spend years poring over arcane tomes to aid their transition into undeath, and even those who weren't mages at the time of their transformation typically spend much of their long existences studying magical lore. As a result, baelnorns can cast powerful spells.
AC 18
Initiative +15 (25)
HP 255 (34d8 + 102)
Speed 30 ft.
STR
11 (+0)
Save +0
DEX
16 (+3)
Save +3
CON
16 (+3)
Save +3
INT
21 (+5)
Save +5
WIS
14 (+2)
Save +2
CHA
16 (+3)
Save +3
Skills Arcana +17, History +11, Insight +8, Perception +8
Resistances Lightning, Radiant
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Passive Perception 18
Languages All
CR 18
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the baelnorn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The baelnorn has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The baelnorn makes three attacks, using Arcane Burst or Paralyzing Touch in any combination. It can replace two attacks with a use of Spellcasting to cast Lightning Bolt (level 4 version).
Arcane Burst. Melee or Ranged Attack Roll: +11, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Paralyzing Touch. Melee Attack Roll: +11, reach 5 ft. Hit: 10 (2d4 + 5) Cold damage, and the target has the Paralyzed condition until the start of the baelnorn's next turn.
Spellcasting. The baelnorn casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Invisibility, Lightning Bolt (level 4 version), Mage Hand, Prestidigitation
2/Day Each: Dimension Door, Scrying
1/Day Each: Clone, Guards and Wards
Reactions
Counterspell. The baelnorn casts Counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the baelnorn can expend a use to take one of the following actions. The baelnorn regains all expended uses at the start of each of its turns.
Frightening Glance. The baelnorn casts Fear, using the same spellcasting ability as Spellcasting. The baelnorn can't take this action again until the start of its next turn.
Overwhelming Radiance. Constitution Saving Throw: DC 19, each creature in a 20-foot Emanation originating from the baelnorn; Undead have Disadvantage on this save. Failure: 11 (2d10) Radiant damage. Success: Half damage.
Recuperative Teleport. The baelnorn teleports up to 60 feet to an unoccupied space it can see and regains 11 (2d10) Hit Points. The baelnorn can't take this action again until the start of its next turn.
Baelnorn Lairs
Most baelnorns guard sites of historical or spiritual importance, sometimes long past the time anyone living remembers the sites. A few baelnorns instead guard great secrets, artifacts, or significant family lines, usually within such ancient sites. A baelnorn's protected site might be a grove of supernatural trees, the ruined capitol of a long-lost nation, or a library holding eons-old magical lore.
A baelnorn extends its presence into the region it inhabits, creating the following effects:
Projection. While in its lair, the baelnorn can cast Project Image, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19). The spell's range is limited to the baelnorn's lair.
Travel Ward. Creatures can't use teleportation or planar travel to enter or exit the lair.
If the baelnorn is destroyed or moves its lair elsewhere, these effects end immediately.