Tarul Var

Medium Undead, Neutral Evil

STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
14 (+2)
CHA
16 (+3)
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 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance.

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

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:

*Conjuration spell of 1st level or higher

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

Level 1 (4 slots): detect magic, magic missile, shield, unseen servant*

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

Level 3 (3 slots): counterspell, dispel magic, fireball

Level 4 (3 slots): dimension door*, Evard's black tentacles*

Level 5 (3 slots): cloudkill*, scrying

Level 6 (1 slots): circle of death

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

Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.

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.

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Tarul Var

Source: Tales from the Yawning Portal, p. 244 - Licenses and attribution