Monster
Tarul Var
Outside your table’s allowed sources
Official reference · TftYP · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 16 (natural armor)
- Hit points
- 105 (14d8 + 42)
- Speed
- Walk 30 ft.
- Challenge rating
- 13
- Alignment
- Neutral Evil
- Strength
- 11
- Dexterity
- 16
- Constitution
- 16
- Intelligence
- 19
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 17
- Saving Throws
- con: +8; int: +9; wis: +7
- Skills
- arcana: +9; history: +9; insight: +7; perception: +7
- Senses
- darkvision 60 ft.
- Languages
- Abyssal, Common, Infernal, Primordial, Thayan
- Resistances
- cold, lightning, necrotic, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- poison
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, poisoned
Traits
Focused Conjuration
While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage.
Legendary Resistance (3/Day)
If Var fails a saving throw, he can choose to succeed instead.
Rejuvenation
If Var is destroyed but his phylactery remains intact, Var gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Turn Resistance
Var has advantage on saving throws against any effect that turns undead.
Actions
Paralyzing Touch
Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Benign Transposition
Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher.
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
Var casts a cantrip.
Paralyzing Touch (Costs 2 Actions)
Var uses Paralyzing Touch.
Frightening Gaze (Costs 2 Actions)
Var fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours.
Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:
*Conjuration spell of 1st level or higher
Spell slots: 0: spells: fire bolt, mage hand, minor illusion, prestidigitation, ray of frost; 1: slots: 4; spells: detect magic, magic missile, shield, unseen servant; 2: slots: 3; spells: detect thoughts, flaming sphere, mirror image, scorching ray; 3: slots: 3; spells: counterspell, dispel magic, fireball; 4: slots: 3; spells: dimension door, Evard's black tentacles; 5: slots: 3; spells: cloudkill*, scrying; 6: slots: 1; spells: circle of death