18 (natural armor)
204 (24d8+96)
walk 40 ft.
Dex +13, Int +12, Wis +11, Cha +12
Deception +18, Insight +11, Perception +11, Stealth +19
necrotic, psychic
poison
charmed, frightened, poisoned
darkvision 120 ft.
Common, Thieves' cant
17
No attack roll has advantage against Lazav unless he is incapacitated.
If Lazav fails a saving throw, he can choose to succeed instead.
Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed.
Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Lazav only if he allows it.
Lazav's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components: • At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4 psychic damage) • 3/Day each: blur, confusion, mirror image • 1/Day each: modify memory, Rary's telepathic bond
Lazav makes three shortsword attacks.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 10 (3d6) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav's next turn.
Lazav 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. Lazav regains spent legendary actions at the start of its turn.
Lazav makes a weapon attack.
Lazav casts one of his innate spells.
Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic.