Xzar The Chaos Clone

Minsc and Boo's Journal of Villainy p. 128

Size
Medium
Type
humanoid (human)
Alignment
chaotic evil
AC
15 (18 with mage armor)
Hit Points
88 (16d8+16)
Speed
walk 30 ft.
Saving Throws
Int +9, Wis +4
Skills
Arcana +13, History +13
Resistances
acid, cold, fire, lightning, thunder
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Abyssal, Common, Infernal, Primordial, Undercommon, telepathy 60 ft.
Challenge
11
STR
12
+1
DEX
16
+3
CON
12
+1
INT
20
+5
WIS
10
+0
CHA
12
+1

Traits

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, a revivify would work on Xzar a week after he died. The only drawback is that True Resurrection and Wish are unable to bring Xzar back to life if no body exists.

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.

recharge

1/TURN

Chaos Phage

Xzar's infusion with the Chaos Phage gives him the following benefits:

  • Xzar regains 10 hit points at the start of his turn if he has at least 1 hit point
  • Xzar has advantage on saving throws against spells and other magical effects
  • Xzar has resistance to acid, cold, fire, lightning, thunder
  • Xzar has darkvision and telepathy to 60 ft.

Spellcasting

Xzar is an 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +12 to hit with spell attacks). Xzar has the following wizard spells prepared:

  • Cantrips (at will): acid splash, fire bolt, mage hand, poison spray
  • 1st level (4 slots): false life, mage armor, ray of sickness
  • 2nd level (3 slots): ray of enfeeblement*, mirror image, misty step
  • 3rd level (3 slots): animate dead, counterspell, dispel magic, vampiric touch
  • 4th level (3 slots): blight*, evard's black tentacles
  • 5th level (3 slots): cloudkill, conjure elemental, scrying
  • 6th level (1 slot): circle of death, create undead
  • 7th level (1 slot): finger of death*, teleport
  • 8th level (1 slot): Abi-Dalzim's Horrid Wilting, clone

*Necromancy spell of 1st level or higher

Actions

Staff

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Spells

false life, mage armor, ray of sickness, ray of enfeeblement, mirror image, misty step, animate dead, counterspell, dispel magic, vampiric touch, blight, evard's black tentacles, cloudkill, conjure elemental, scrying, circle of death, create undead, finger of death, teleport, Abi-Dalzim's Horrid Wilting, clone

Spell Slots

0, 4, 3, 3, 3, 3, 1, 1, 1

Other data

description