Tarul Var

Medium Undead , Neutral Evil
• Armor Class: 16
• Hit Points: 105 (14d8+42)
• Speed: 30 ft.

11 (+0) 16 (+3) 16 (+3) 19 (+4) 14 (+2) 16 (+3)

• Saving Throws: Con +8, Int +9, Wis +7
• Skills: Arcana +9, History +9, Insight +7, Perception +7
• Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
• Resistances: cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
• Senses: darkvision 60 ft.
• Languages: Abyssal, Common, Infernal, Primordial, Thayan
• Challenge: 13 (10000 XP)

• Source: tales from the yawning portal, page 244

• Undead Nature: A lich doesn't require air, food, drink, or sleep.

• 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 ldlO 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 .


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:

• Cantrips (at will): .fire bolt, mage hand, minor illusion, prestidigitation, ray of frost
• 1st level (4 slots): detect magic, magic missile, shield, unseen servant*
• 2nd level (3 slots): detect thoughts, flaming sphere,* mirror image, scorching ray
• 3rd level (3 slots): counterspell, dispel magic, fireball
• 4th level (3 slots): dimension door,* evard's black tentacles*
• 5th level (3 slots): cloudkill,* scrying
• 6th level (1 slot): circle of death

*Conjuration spell of 1st level or higher.


• 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 Actions

Var 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. Var regains spent legendary actions at the start of his turn.

• 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.