15 (18 with mage armor)
88 (16d8 + 16)
walk 30 ft.
Int +9, Wis +4
Arcana +13, History +13
acid, cold, fire, lightning, thunder
darkvision 60 ft.
Abyssal, Common, Infernal, Primordial, Undercommon, telepathy 60 ft.
11
Since Xzar doesn't have a soul, resurrection magic is able to work upon him no matter how much time has passed. For example, a revivify would work on Xzar a week after he died. The only drawback is that True Resurrection and Wish are unable to bring Xzar back to life if no body exists.
When Xzar kills a creature that is neither a construct nor undead with a spell of 1st level or higher, Xzar regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.
Xzar's infusion with the Chaos Phage gives him the following benefits: • Xzar regains 10 hit points at the start of his turn if he has at least 1 hit point • Xzar has advantage on saving throws against spells and other magical effects • Xzar has resistance to acid, cold, fire, lightning, thunder • Xzar has darkvision and telepathy to 60 ft.
Xzar is an 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +12 to hit with spell attacks). Xzar has the following wizard spells prepared: • Cantrips (at will): acid splash, fire bolt, mage hand, poison spray • 1st level (4 slots): false life*, mage armor, ray of sickness* • 2nd level (3 slots): ray of enfeeblement*, mirror image, misty step • 3rd level (3 slots): animate dead*, counterspell, dispel magic, vampiric touch* • 4th level (3 slots): blight*, evard's black tentacles • 5th level (3 slots): cloudkill, conjure elemental, scrying • 6th level (1 slot): circle of death*, create undead* • 7th level (1 slot): finger of death*, teleport • 8th level (1 slot): Abi-Dalzim's Horrid Wilting*, clone* *Necromancy spell of 1st level or higher
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.