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):
- 1: Misty Movement: Hazlik can teleport the target up to 30 feet to an unoccupied space he can see on a surface or liquid large enough to support the target.
- 2: Eye Blight: Constitution Saving Throw: DC 18. Failure: The target has the Blinded condition until the end of its next turn.
- 3: Mind Flare: Intelligence Saving Throw: DC 18. Failure: 13 (2d12) Psychic damage, and the target can't take the Magic action until the end of its next turn.
- 4: Implode: Dexterity Saving Throw: DC 18. Failure: The target takes 10 (3d6) Force damage. Success or Failure: Each creature within 5 feet of the target takes 10 (3d6) Force damage.
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.
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).