17 (natural armor)
135 (18d8 + 54)
walk 30 ft.
Con +10, Int +13, Wis +9
Arcana +20, History +13, Insight +9, Perception +9
cold, lightning, necrotic
poison; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened, paralyzed, poisoned
truesight 120 ft.
Abyssal, Celestial, Common, Elvish, Infernal, Sylvan
22
If Jon Irenicus fails a saving throw, it can choose to succeed instead.
If he has a phylactery and is destroyed, Jon Irenicus gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Jon Irenicus has advantage on saving throws against any effect that turns undead.
Jon Irenicus is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Jon Irenicus 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, Melf's 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, tenser's transformation • 7th level (1 slot): finger of death, mordenkainen's sword • 8th level (1 slot): dominate monster, power word stun • 9th level (1 slot): power word kill, time stop
Jon Irenicus makes two flame tongue attacks or two mace attacks. Each attack does an additional 13 (2d12) force damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage and 7 (2d6) fire damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage.
Jon Irenicus 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. Jon Irenicus regains spent legendary actions at the start of his turn.
Jon Irenicus casts a cantrip.
Jon Irenicus makes a drain life attack with his rod of lordly might. If he hits a creature with his rod, the creature must make a DC 17 Constitution saving throw. On a failure, the creature takes an extra 4d6 necrotic damage, and Jon regains a number of hit points equal to half that necrotic damage. This property can't be used for 24 hours.
Jon Irenicus makes a paralyze attack with his rod of lordly might. If he hits a creature with his rod, the creature must make a DC 17 Strength saving throw. On a failure, the creature is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used for 24 hours.
Jon Irenicus casts tenser's transformation. He gains 50 temporary hit points. He gains advantage on his attack rolls with his rod of lordly might. When he hits a target with his rod of lordly might, that target takes an extra 2d12 force damage. He gains proficiency in Strength and Constitution saving throws. He can use his multiattack.