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:
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Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost
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1st level (4 slots): detect magic, magic missile, shield, unseen servant*
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2nd level (3 slots): detect thoughts, flaming sphere*, mirror image, scorching ray
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3rd level (3 slots): counterspell, dispel magic, fireball
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4th level (3 slots): dimension door*, Evard’s black tentacles*
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5th level (3 slots): cloudkill*, scrying
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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.