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Baelnorn ...

Baelnorn CR: 21

Medium undead, lawful good
Armor Class: 17 (natural armour)
Hit Points: 135 (18D8+54)
Speed: 30 ft

STR

11 +0

DEX

16 +3

CON

16 +3

INT

20 +5

WIS

14 +2

CHA

16 +3

Saving Throws: Constitution +10, Intelligence +12, Wisdom +9
Skills: Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances: Cold, Lightning, Necrotic
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Truesight 120ft., Passive Perception 19
Languages: Common, Celestial, Elvish and Sylvan
Challenge Rating: 21
Proficiency Bonus: +7

Spellcasting. The Baelnorn is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Baelnorn has the following wizard spells prepared:

  • Cantrips (at will): mage hand, prestidigitation, ray of frost
  • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
  • 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image
  • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
  • 4th level (3 slots): blight, dimension door
  • 5th level (3 slots): cloudkill, scrying
  • 6th level (1 slot): disintegrate, globe of invulnerability
  • 7th level (1 slot): finger of death, plane shift
  • 8th level (1 slot): dominate monster, power word stun
  • 9th level (1 slot): power word kill


Legendary Resistance (3/Day). If the baelnorn fails a saving throw, it can choose to succeed instead.   Turn Resistance. The baelnorn has advantage on saving throws against any effect that turns undead. If the baelnorn is in its lair, it is instead immune to any effect that turns undead.

Actions

Hibernation Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 3D6 cold damage. The target must succeed on a DC 18 Constitution saving throw or become Unconscious for 1 minute. The Unconscious creature's body goes completely rigid during this time and appears dead. Another creature can use an action to make a DC 18 wisdom (Medicine) check to realise they are still alive. The 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 the lich's gaze for the next 24 hours.   Wraith Projection. The baelnorn send a illusory projection of itself to an area it knowns with in 1 mile. while there. The baelnorn can see through the projection's eyes and hear what it hears. During this time, the baelnorn is still able to perceive through its own senses. This projection lasts indefinitely, until the baelnorn dispels it. It cannot be dispelled through other means. The baelnorn can only have one of these projections at a time.

Legendary Actions

The baelnorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The baelnorn regains spent legendary actions at the start of their turn.

  • Cantrip. The baelnorn casts a cantrip.
  • Hibernation Touch (Costs 2 Actions). The baelnorn uses its Hibernation Touch.
  • Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the baelnorn must make a DC 18 Constitution saving throw against this magic, taking 6D6 necrotic damage on a failed save, or half as much damage on a successful one.

Alignment
Lawful Good
Current Location
Species
Elf
Ethnicity
Children
Gender
Male (he/him)
Belief/Deity
Corellon, the Arch Heart

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