Monster
Szass Tam
Outside your table’s allowed sources
Official reference · AUD · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 20
- Hit points
- 397 (53d8 + 159)
- Speed
- Walk 30 ft., Fly 30 ft.
- Challenge rating
- 23
- Alignment
- Lawful Evil
- Strength
- 12
- Dexterity
- 14
- Constitution
- 16
- Intelligence
- 23
- Wisdom
- 18
- Charisma
- 19
- Passive Perception
- 21
- Initiative
- +16
- Saving Throws
- dex: +9; con: +10; int: +13; wis: +11
- Skills
- arcana: +20; insight: +11; investigation: +13; perception: +11
- Languages
- all
- Resistances
- cold, lightning
- Immunities
- necrotic, poison
- Condition Immunities
- charmed, frightened, paralyzed, poisoned
Traits
Legendary Resistance (4/Day, or 5/Day in Lair)
If Szass Tam fails a saving throw, he can choose to succeed instead.
Spirit Jar
If destroyed, Szass Tam re-forms in 1d10 days if he has a spirit jar, reviving with all his Hit Points. The new body appears in an unoccupied space within Szass Tam's lair.
Actions
Multiattack
Szass Tam makes three attacks, using Paralyzing Touch or Soul-Draining Ray in any combination. He can replace two attacks with a use of Spellcasting to cast Finger of Death.
Paralyzing Touch
Melee Attack: +13, reach 5 ft. Hit: 16 (3d6 + 6) Cold damage, and the target has the Paralyzed condition until the start of Szass Tam's next turn.
Soul-Draining Ray
Ranged Attack: +13, range 120 ft. Hit: 25 (3d12 + 6) Necrotic damage, and the target has Disadvantage on attack rolls and saving throws until the end of its next turn.
Legendary action uses: 3 (4 in its lair). 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
Deathly Teleport
Szass Tam teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 13 (3d8) Necrotic damage.
Disrupt Life
Constitution Saving Throw: DC 21, each creature that isn't an Undead in a 20-foot Emanation originating from Szass Tam. Failure: 14 (4d6) Necrotic damage and the creature's Hit Point maximum decreases by an amount equal to the damage taken. Success: Half damage only. Success or Failure: Szass Tam can't take this action again until the start of his next turn.
Szass Tam casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
At will: Detect Magic, Detect Thoughts, Finger of Death, Fireball (level 8 version), Lightning Bolt (level 8 version), Mage Hand, Prestidigitation
2/day each: Animate Dead, Dimension Door, Plane Shift
1/day each: Power Word Kill, Project Image, Scrying, Sending
Protective Magic
Szass Tam casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
At will: Counterspell, Shield
Withering Magic
Szass Tam casts Blight or Dispel Magic, using the same spellcasting ability as Spellcasting.
Regional effects
Szass Tam extends his presence into the region he inhabits, creating the following effects:
- Soul Siphon: Whenever a Humanoid dies within the lair, its soul is immediately consumed by Szass Tam. A Humanoid whose soul is consumed in this way can be brought back to life only by a True Resurrection or Wish spell.
- Whispers of Necromancy: Whenever a creature within 1 mile of the lair casts a Necromancy spell, Szass Tam knows the spell and the identity of the creature that cast it.
If Szass Tam is destroyed or moves his lair elsewhere, these effects end immediately. These effects resume if Szass Tam gains a new body (see his Spirit Jar trait).