16 (natural armor)
105 (14d8+42)
walk 30 ft.
Con +8, Int +9, Wis +7
Arcana +9, History +9, Insight +7, Perception +7
cold, lightning, necrotic; bludgeoning, piercing, slashing from nonmagical attacks
poison
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
Abyssal, Common, Infernal, Primordial, Thayan
13
While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage.
If Var fails a saving throw, he can choose to succeed instead.
If Var is destroyed but his phylactery remains intact, Var gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Var has advantage on saving throws against any effect that turns undead.
Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: *Conjuration spell of 1st level or higher • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost • 1st level (4 slots): detect magic, magic missile, shield, unseen servant* • 2nd level (3 slots): detect thoughts, flaming sphere*, mirror image, scorching ray • 3rd level (3 slots): counterspell, dispel magic, fireball • 4th level (3 slots): dimension door*, Evard's black tentacles* • 5th level (3 slots): cloudkill*, scrying • 6th level (1 slots): circle of death
Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed 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.
Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher.
Tarul 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. Tarul regains spent legendary actions at the start of its turn.
Var casts a cantrip.
Var uses Paralyzing Touch.
Var fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours.