DUMB DECISION TTRPG · Library

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)

Saving Throws CON +8, INT +9, WIS +7

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

Damage Resistances cold, lightning, necrotic, [object Object]

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 17

Languages Abyssal, Common, Infernal, Primordial, Thayan

Challenge 13

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.

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

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.

Source

TftYP, p. 244