THE SHARED REFERENCE Adventurer

Monster

Hazlik

Outside your table’s allowed sources

Official reference · RHW · 2014

Creature type
Humanoid
Size
Medium
Armor class
16
Hit points
154 (28d8 + 28)
Speed
Walk 30 ft.
Challenge rating
14
Alignment
Chaotic Evil
Strength
10
Dexterity
16
Constitution
12
Intelligence
20
Wisdom
15
Charisma
16
Passive Perception
17
Initiative
+13
Saving Throws
int: +10; wis: +7
Skills
arcana: +10; history: +10; perception: +7
Languages
Abyssal, Common, Draconic, Giant, Infernal, Undercommon
Immunities
psychic
Condition Immunities
charmed

Traits

Darklord Restoration

If Hazlik dies, he revives with all his Hit Points in 1d10 weeks somewhere in Hazlan.

Legendary Resistance (3/Day, or 4/Day in Domain)

If Hazlik fails a saving throw, he can choose to succeed instead.

Magic Resistance

Hazlik has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Hazlik makes three Arcane Burst attacks.

Arcane Burst

Melee Ranged Attack: +10, reach 5 ft. or range 150 ft. Hit: 21 (3d10 + 5) Force damage.

Bonus actions

Wild Magic Surge

Hazlik manifests one of the following magic surges, targeting a creature he can see within 120 feet. While Bloodied, Hazlik manifests two surges (roll 1d4; reroll if Hazlik has already used that surge during this turn):

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Arcane Strike

Hazlik makes one Arcane Burst attack.

Arcane Teleport

Hazlik teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 11 (2d10) Force damage. Hazlik can't take this action again until the start of his next turn.

Spellcasting

Hazlik casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

At will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation

2/day each: Fly, Lightning Bolt (level 5 version)

1/day each: Cone of Cold, Mind Blank (cast before combat), Scrying, Teleport

Protective Magic (3/Day)

Hazlik casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

3/day: Counterspell, Shield

Regional effects

Hazlan is altered by Hazlik's presence, creating the following effects:

  • Closing the Borders: While in his domain, Hazlik can close or open the borders to Hazlan at will. While the borders are closed, the Mists surrounding Hazlan are filled with monstrous magical experiments. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) Force damage and have the Restrained condition until the start of its next turn. A creature makes this save only once per turn.
  • Frayed Magic: Whenever a creature (excluding Hazlik and his allies) casts a spell using a level 5+ spell slot, it rolls on the Wild Magic Surge table in the Player's Handbook to create a magical effect.
  • Magic Nightmares: While in his lair, Veneficus, Hazlik can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as his Spellcasting action. When the spell is cast this way, its range is all of Hazlan, Hazlik can see but can't hear through the sensor, and the sensor can appear only on an Eye of Hazlik.

If Hazlik dies, these effects end immediately. The effects resume if Hazlik gains a new body (see his Darklord Restoration trait).

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