Armor Class 15
Hit Points 121 (22d8 + 22)
Speed 30 ft.
Saving Throws INT +9, WIS +4
Skills Arcana +13, History +13
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Common, Infernal, Primordial, Undercommon, telepathy 60 ft.
Challenge 11
Chaos Phage. Xzar's infusion with the Chaos Phage gives him the following benefits:
Grim Harvest (1/Turn). When Xzar kills a creature that is neither a Construct nor Undead with a spell of 1st level or higher, Xzar regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.
No Soul. Since Xzar doesn't have a soul, resurrection magic is able to work upon him no matter how much time has passed. For example, the revivify spell would work on Xzar even a week after he died. However, spells like true resurrection and wish are unable to bring Xzar back to life if no body exists.
Multiattack. Xzar makes two Deprive attacks and uses Spellcasting.
Deprive. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft., or range 120 ft., one target. Hit: 27 (4d10 + 5) necrotic damage.
Death Eruption (1/Day). Negative energy erupts from Xzar, intensified by the Chaos Phage. Any creature in a 60-foot-radius sphere around Xzar (but not including Xzar) must make a DC 17 Constitution saving throw. A creature takes 36 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Xzar's next turn as a zombie under his command.
MaBJoV, p. 128