Tarul Var

Medium undead, neutral evil

Armor Class

16 (natural armor)

Hit Points

105 (14d8+42)

Speed

30 ft.

STR

11 (0)

DEX

16 (+3)

CON

16 (+3)

INT

19 (+4)

WIS

14 (+2)

CHA

16 (+3)

Damage Immunities

poison

Damage Resistances

cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

darkvision 60 ft.

Saving Throws

Con +8, Int +9, Wis +7

Skills

Arcana +9, History +9, Insight +7, Perception +7

Languages

Abyssal, Common, Infernal, Primordial, Thayan

Challenge

13 (10,000 XP)

Source. tales from the yawning portal, page 244

Undead Nature. A lich doesn’t require air, food, drink, or sleep.

Focused Conjuration. While Var is concentrating on a conjuration spell, his concentration can’t be broken as a result of taking damage.

Legendary Resistance (3/Day). If Var fails a saving throw, he can choose to succeed instead .

Rejuvenation. If Var is destroyed but his phylactery remains intact, Var gains a new body in ldlO days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:

  • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost

  • 1st level (4 slots): detect magic, magic missile, shield, unseen servant*

  • 2nd level (3 slots): detect thoughts, flaming sphere*, mirror image, scorching ray

  • 3rd level (3 slots): counterspell, dispel magic, fireball

  • 4th level (3 slots): dimension door*, Evard’s black tentacles*

  • 5th level (3 slots): cloudkill*, scrying

  • 6th level (1 slot): circle of death

*Conjuration spell of 1st level or higher.

Turn Resistance. Var has advantage on saving throws against any effect that turns undead .

Actions

Paralyzing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 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.

Benign Transposition. Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher.

Legendary Actions

Var 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. Var regains spent legendary actions at the start of his turn.

Cantrip. Var casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Var uses Paralyzing Touch .

Frightening Gaze (Costs 2 Actions). Var fixes his gaze on one creature he can see within 10 feet of him . The target must succeed on a DC 17 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 Var’s gaze for the next 24 hours.

medium
undead
cr13
tales-from-the-yawning-portal