Page 245 - Tales from the Yawning Portal
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TARUL VAR
                                                              After failing in an earlier task for the Red Wizards, the
                                                              lich Tarul Var is sequestered within the Doomvault
                                                              (Dead in Thay), where he tries to avoid the attention of
                                                              Szass Tam. Interlopers who discover his quarters are
                                                              set upon by the lich and his dread warrior guards, but if
                                                              Var is brought to the brink of death, he might bargain for
                                                              a chance to escape the dungeon.
                                                                Undead Nature. A lich doesn't require air, food,
                                                              drink, or sleep.

                                                              2nd  level  (3  slots): detect thoughts,jlaming sphere,* mirror im-
                                                                age, scorching ray
             Medium undead, neutral evil
                                                              3rd  level  (3  slots): counterspe/1, dispel magic,fireba/1
                                                              4th  level  (3  slots): dimension door,* Evard's black tentacles*
             Armor Class 16  (natural armor)                  5th level  (3  slots): cloudkill,* saying
             Hit Points 105  (14d8 + 42)
                                                              6th level  (1  slot): circle of death
             Speed 30 ft.
                                                              *Conjuration spell of 1st level or higher
               STR    DEX    CON     INT    WIS    CHA        Turn  Resistance. Var has advantage on saving throws against
              11  (+O)   16  (+3)   16  (+3)   19  (+4)   14  (+2)   16 (+3)   any effect that turns undead.
             Saving Throws Con +8,  Int +9, Wis +7            ACTIONS
             Skills Arcana +9,  History +9,  Insight +7,  Perception +7   Paralyzing Touch.  Melee  Spell Attack: +9 to hit,  reach 5 ft., one
             Damage Resistances cold, lightning, necrotic; bludgeoning,   creature. Hit:  10  (3d6)  cold damage. The target must succeed
              piercing, and slashing from  nonmagical attacks   on  a DC 17 Constitution saving throw or be  paralyzed for 1
             Damage Immunities poison                         minute. The target can  repeat the saving throw at the end of
             Condition Immunities charmed, exhaustion frightened ,
                                                              each of its turns, ending the effect on itself on a success.
              paralyzed, poisoned
             Senses darkvision 60 ft.,  passive Perception 17   Benign Transposition. Var teleports up to 30 feet to an  unoc-
             Languages Abyssal, Common, Infernal,  Primordial, Thayan   cupied space he can see. Alternatively, he can choose a space
             Challenge 13  (10,000 XP)                        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
             Focused Conjuration. While Var is  concentrating on a conju-
                                                              long rest or casts a conjuration spell of 1st level or higher.
             ration spell, his concentration can't be broken as a result of
             taking damage.
                                                               LEGENDARY ACTIONS
             Legendary Resistance (3/Day).  If Var fails  a saving throw, he can   Var can take 3 legendary actions, choosing from the options
             choose to succeed instead.                       below. Only one legendary action option can be used at a time
                                                              and only at the end of another creature's turn. Var regains
             Rejuvenation. If Var is  destroyed  but his  phylactery remains
                                                              spent legendary actions at the start of his turn.
             intact, Var gains a new body in  ldlO days,  regaining all  his
             hit points and  becoming active again. The new body appears   Cantrip. Var casts a cantrip.
             within  5 feet of the phylactery.                 Paralyzing Touch  (Costs 2 Actions). Var uses Paralyzing Touch.
                                                               Frightening Gaze (Costs 2 Actions). Var fixes  his gaze on one
             Spellcasting. Var is  a 12th-level spellcaster. His spellcasting
                                                                creature he can see within 10 feet of him. The target must
             ability is  Intelligence  (spell save DC  17, +9 to hit with  spell at-
                                                                succeed on  a DC  17 Wisdom saving throw against this magic
             tacks).  He has the following wizard spells prepared:   or become frightened for 1 minute. The frightened target can
             Cantrips  (at will):.fire bolt, mage hand,  minor illusion, prestidigi-  repeat the saving throw at the end of each of its turns, ending
              tation, ray of frost                              the effect on itself on a success. If a target's saving throw is
             1st level  (4 slots): detect magic, magic missile, shield,  un-  successful or the effect ends for  it, the target is  immune to
              seen servant*                                     Var's gaze for the next 24  hours.



             APPENDlX  BI  CREATURES
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