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Malthezide

From Legends of Kern

Malthezide, Evil Wizard of the Forbidden Lands

Small gnome, Neutral Evil
Armor Class 24 (Robe of the Archmagi)
Hit Points 360
Speed 35 ft., fly 35 ft.

STR 11 (+0)    DEX 16 (+3)    CON 16 (+3)
INT 29 (+9)    WIS 20 (+5)    CHA 16 (+3)

Saving Throws Str +3, Con +10, Int +15, Wis +14, Cha +10
Skills Arcana +21, History +15, Insight +12, Perception +12
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 Ft., passive Perception 22
Languages Common, Gnomish, Undercommon, Infernal, Draconic
Challenge 28 (120,000 XP)

Legendary Resistance (3/Day). If Malthezide fails a saving throw, he can choose to succeed instead.

Gnome Cunning. Malthezide has an advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Limited Magic Immunity. Malthezide cannot be affected by spells of 3rd-level or lower unless he chooses to be.

Death Ward. Malthezide begins combat under the effects of the Death Ward spell.

Darkheart. Malthezide is attuned with the Darkheart, granting him the following benefits:

  • Malthezide may receive premonitions of danger and, unless incapacitated, cannot be surprised.
  • Malthezide cannot be disarmed of the Darkheart except via a Wish spell cast within 5 feet of him.

Sinister Robe of the Archmagi (Attuned). Malthezide is attuned to an enchanted black robe that gains the following prefix attributes:

  • Intelligence (INT) +2
  • Armor Class +3
  • Malthezide's Spell Save DC increases by 2.

Devious Zephyr Boots (Attuned). Malthezide is attuned to a hybrid item that combines the effects of the Winged Boots and Boots of Swiftness, as well as the following prefix attributes:

  • Malthezide gains an additional action on his turn during combat.
  • Wisdom (WIS) Saving Throws +2
  • Strength (STR) Saving Throws +3
Actions

Paralyzing Touch. Melee Spell Attack: +18 to hit, reach 5 ft., one creature. Hit: 3d6 Cold damage. The target must succeed on a DC 18 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.

Multiattack. Malthezide makes two melee weapon attacks with the Darkheart.

Darkheart. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 2d6+6 Necrotic damage. Malthezide recovers hit points equal to the amount of Necrotic damage dealt by this attack.

Spellcasting. Malthezide is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +16 to hit with spell attacks). Malthezide has the following wizard spells prepared:

4th level (3 slots): Blight, Dimension Door
5th level (3 slots): Cloudkill, Scrying
7th level (1 slot): Finger of Death, Plane Shift
8th level (1 slot): Dominate Monster, Feeblemind
9th level (1 slot): Ravenous Void, True Polymorph, Weird

Additional Spells. Malthezide is in attunement with the Darkheart and Sinister Robe of the Archmagi, allowing him to cast the following spells without expending any spell slots:

3/day: Death Ward (robe), Fireball (robe), Slow, Thunder Step
2/day: Harm, Eyebite, Finger of Death, Haste (boots), Slow (boots)
1/month: Wish
Legendary Actions

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

Cantrip. Malthezide casts a cantrip.

Spell (Costs 2 Actions). Malthezide casts any spell that has a casting time of 1 action or bonus action.

Frightening Gaze (Costs 2 Actions). Malthezide fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 18 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 the lich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Malthezide must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.