Sources
CR
Type
Size
Alignment
Movement

Tarul Var

Medium Undead, Neutral Evil

Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
11
+0
DEX
16
+3
CON
16
+3
INT
19
+4
WIS
14
+2
CHA
16
+3
Saving Throws CON +8, INT +9, WIS +7
Skills Arcana +9, History +9, Insight +7, Perception +7
Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, slashing, from nonmagical attacks
Damage Immunities poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Infernal, Primordial, Thayan
Challenge 13 (10,000 XP)

Traits

Focused Conjuration. While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage.

Legendary Resistance (3/Day). If Var fails a saving throw, he can choose to succeed instead.

Rejuvenation. 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.

Turn Resistance. Var has advantage on saving throws against any effect that turns undead.

Spellcasting

Spellcasting. 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 slot): circle of death

Actions

Paralyzing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. 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.

Benign Transposition. 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.

Legendary Actions

Cantrip. Var casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Var uses Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). 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.

Lore

After failing in an earlier task for the Red Wizards, the lich Tarul Var is sequestered within the Doomvault (Dead in Thay), where he tries to avoid the attention of Szass Tam. Interlopers who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon.