17 (natural armor)
180 (24d8+72)
walk 30 ft.
Con +10, Int +12, Wis +10
Arcana +12, Insight +10, Perception +10
necrotic; bludgeoning, piercing, slashing from nonmagical attacks
poison
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 120 ft.
Common, Elvish, Kraul
22
If Jarad fails a saving throw, he can choose to succeed instead.
Jarad has advantage on saving throws against spells and other magical effects.
Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn't regenerate.
Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10) poison damage to a creature he can see within 10 feet of him.
Jarad has advantage on saving throws against any effect that turns undead.
If damage reduces Jarad to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead.
Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Jarad has the following wizard spells prepared: • Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation • 1st level (4 slots): entangle, ray of sickness, sleep • 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web • 3rd level (3 slots): animate dead, plant growth, vampiric touch • 4th level (3 slots): blight, giant insect, grasping vine • 5th level (2 slots): cloudkill, insect plague • 6th level (1 slots): circle of death, create undead • 7th level (1 slots): finger of death, forcecage
Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir. He can cast a spell with a casting time of 1 action in place of one of these attacks.
Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned 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.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) poison damage and 13 (3d8) necrotic damage.
Jarad can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jarad regains spent legendary actions at the start of its turn.
Jarad casts one of his cantrips.
Jarad uses Noxious Touch.
Each creature within 30 feet of Jarad must make a DC 20 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.