Lothar the Lethargic

Medium humanoid (human), lawful evil

Armor Class

12 (15 with mage armor)

Hit Points

66 (12d8 + 12)

Speed

30 ft.

Saves

Int +5, Wis +6

Skills

Deception +8, Perception +6, Persuasion +8

Languages

Common, thieves' cant, Infernal, and two others

Challenge

9

Magic Staff

Lothar's Staff of Striking is a +3 magical quarterstaff. It has 10 charges. When he hits with the staff, he can expend up to 3 of its charges. For each charge he expends, the target takes an extra 1d6 force damage. The staff regains 10 charges daily at dawn. If he expends the last charge, he rolls a d20.

Spellcasting

Lothar is a 12th-level sorcerer. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Lothar has the following sorcerer spells • Cantrips (at will): chill touch, dancing lights, mage hand, message, minor illusion, ray of frost • 1st level (4 slots): disguise self, mage armor, shield, sleep • 2nd level (3 slots): darkvision, scorching ray, see invisibility • 3rd level (3 slots): blink, dispel magic, gaseous form • 4th level (3 slots): banishment, blight • 5th level (2 slots): cone of cold • 6th level (1 slot): eyebite

Sunlight Sensitivity

While in sunlight, Lothar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Staff of Striking

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Gaze of Lethargy (2-3)

Lothar gazes in an area that makes up a 60-foot cone. Each creature in that area must make a successful DC 16 Constitution saving throw or have their speed cut in half for 1 minute. A slowed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. If a creature makes a successful saving throw, they are immune to Lothar's gaze for the next 24 hours.