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___ ___ > ## Kael’nar the Betrayer >*Medium undead, chaotic evil* ___ - **Armor Class** 19 (Unstable Arcane Shell) - **Hit Points** 315 (30d8 + 180) - **Speed** 30 ft., fly 40 ft. (hover)
___ | STR | DEX | CON | INT | WIS | CHA | |:--:|:--:|:--:|:--:|:--:|:--:| | 16 (+3) | 18 (+4) | 22 (+6) | 20 (+5) | 18 (+4) | 24 (+7) | ___ - **Saving Throws** Con +12, Int +11, Wis +10, Cha +13 - **Skills** Arcana +11, Insight +10, Perception +10, Deception +13 - **Damage Resistances** cold, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks - **Damage Immunities** necrotic - **Condition Immunities** charmed, frightened, paralyzed, poisoned - **Senses** truesight 120 ft., passive Perception 20 - **Languages** Common, Elvish, Abyssal, telepathy 120 ft. - **Challenge** 18 (20,000 XP) - **Proficiency Bonus** +6 ___ ### Traits ***Undead Fortitude.*** If damage reduces Kael’nar to 0 hit points, he can make a Constitution saving throw (DC 5 + damage taken) to drop to 1 hit point instead. ***Unstable Necromantic Core.*** At the end of each of Kael’nar’s turns, roll a d6. On a 1, his core surges uncontrollably. Each creature within 20 feet of him must make a DC 18 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much on a success. This includes his allies and summoned undead. ***Legendary Resistance (3/Day).*** If Kael’nar fails a saving throw, he can choose to succeed instead. ***Spellcasting.*** Kael’nar is a 17th-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He requires no material components. He has the following spells prepared: - **Cantrips (at will):** *chill touch, mage hand, prestidigitation, minor illusion* - **1st level (4 slots):** *shield, mage armor, detect magic, hex* - **2nd level (3 slots):** *mirror image, hold person, misty step* - **3rd level (3 slots):** *counterspell, vampiric touch, fear* - **4th level (3 slots):** *blight, greater invisibility* - **5th level (2 slots):** *cloudkill, wall of force* - **6th level (1 slot):** *circle of death* - **7th level (1 slot):** *finger of death* - **8th level (1 slot):** *power word stun* ___ ### Actions ***Necrotic Pulse (Recharge 5–6).*** Kael’nar unleashes a wave of unstable necrotic energy. Each creature of his choice in a 60-foot radius must make a DC 21 Constitution saving throw. On a failure, a creature takes 45 (10d8) necrotic damage and is stunned until the end of its next turn. On a success, a creature takes half damage and is not stunned. ***Rotting Touch.*** *Melee Spell Attack:* +13 to hit, reach 5 ft., one target. Hit: 28 (6d8) necrotic damage. The target’s hit point maximum is reduced by the damage taken. This reduction lasts until the target finishes a long rest. ***Summon the Dead (1/Day).*** Kael’nar summons undead allies. Choose one option: - 4 **Wights** - 2 **Death Knights** - 8 **Wraiths** The undead appear in unoccupied spaces within 60 feet and obey Kael’nar's verbal commands. They remain for 10 minutes or until destroyed. ___ ### Legendary Actions Kael’nar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Kael’nar regains spent legendary actions at the start of his turn. - **Ghost Step.** Kael’nar teleports up to 30 feet to an unoccupied space he can see. - **Cantrip.** Kael’nar casts a cantrip. - **Unstable Flare (Costs 2 Actions).** One creature within 30 feet must make a DC 21 Constitution saving throw or take 22 (5d8) necrotic damage and be blinded until the end of its next turn. - **Cast a Spell (Costs 3 Actions).** Kael’nar casts a spell from his list, using a spell slot as normal. ___ \pagebreak ### Lair Actions When in his lair, Kael’nar can invoke the power of his corrupted sanctum. On initiative count 20 (losing initiative ties), he uses one of the following magical effects: - **Twisting Shadows.** Shadowy tendrils lash out at creatures of Kael’nar’s choice within 60 feet. Each must succeed on a DC 18 Dexterity saving throw or be restrained until the end of their next turn. - **Necrotic Feedback.** Until the next initiative count 20, whenever a creature casts a spell (not an undead), they take 2d10 necrotic damage per level of the spell. - **Grave Uprising.** 1d4 Specters or 1 Wight claw their way out of the ground in unoccupied spaces in the lair. ___ ### Description Kael’nar was once a brilliant mage who sought lichdom. His ritual failed, leaving him a being of fractured soul and unstable necrotic power. Violet-black veins pulse across his body, and a broken phylactery shard beats like a twisted heart in his chest. He is tragic, unstable, and utterly lethal.