THE SHARED REFERENCE Adventurer

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

Cantrip

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.

Spellcasting

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

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