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Monster

Xzar the Chaos Clone

Medium Humanoid · Chaotic Evil

Minsc and Boo's Journal of Villainy Page 128
Armor Class 15, 18
Hit Points 121 (22d8 + 22)
Speed Walk 30 ft.
CR 11
STR 12 +1
DEX 16 +3
CON 12 +1
INT 20 +5
WIS 10 +0
CHA 12 +1

Traits

Chaos Phage

Xzar's infusion with the Chaos Phage gives him the following benefits:
list
Xzar regains 10 hit points at the start of his turn if he has at least 1 hit point
Xzar has advantage on saving throws against spells and other magical effects
Xzar has resistance to acid, cold, fire, lightning, thunder
Xzar has darkvision and telepathy to 60 feet

Grim Harvest (1/Turn)

When Xzar kills a creature that is neither a Construct nor Undead with a spell of 1st level or higher, Xzar regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

No Soul

Since Xzar doesn't have a soul, resurrection magic is able to work upon him no matter how much time has passed. For example, the spell would work on Xzar even a week after he died. However, spells like true resurrection and wish are unable to bring Xzar back to life if no body exists.

Actions

Multiattack

Xzar makes two Deprive attacks and uses Spellcasting.

Deprive

Melee or Ranged Spell Attack +9 to hit, reach 5 ft., or range 120 ft., one target. 27 () Necrotic damage.

Death Eruption (1/Day)

Negative energy erupts from Xzar, intensified by the Chaos Phage. Any creature in a 60-foot-radius sphere around Xzar (but not including Xzar) must make a DC 17 Constitution saving throw. A creature takes 36 () Necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Xzar's next turn as a zombie under his command.
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