Sources
CR
Type
Size
Alignment
Movement

Xzar the Chaos Clone

Medium Humanoid (human), Chaotic Evil

Armor Class 15, 18 with mage armor
Hit Points 121 (22d8 + 22)
Speed 30 ft.
STR
12
+1
DEX
16
+3
CON
12
+1
INT
20
+5
WIS
10
+0
CHA
12
+1
Saving Throws INT +9, WIS +4
Skills Arcana +13, History +13
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Common, Infernal, Primordial, Undercommon, telepathy 60 ft.
Challenge 11 (7,200 XP)

Traits

Chaos Phage. 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 feet

Grim Harvest (1/Turn). 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.

No Soul. Since Xzar doesn't have a soul, resurrection magic is able to work upon him no matter how much time has passed. For example, the revivify spell would work on Xzar even a week after he died. However, spells like true resurrection and wish are unable to bring Xzar back to life if no body exists.

Spellcasting

Spellcasting. Xzar casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):

At will: acid splash, fire bolt, mage hand

1/day each: abi-dalzim's horrid wilting*, finger of death*

2/day each: animate dead*, blight*, false life*, mage armor, ray of enfeeblement*, ray of sickness*, scrying, vampiric touch*

*Necromancy spell of 1st level or higher

Actions

Multiattack. Xzar makes two Deprive attacks and uses Spellcasting.

Deprive. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft., or range 120 ft., one target. Hit:27 (4d10 + 5) necrotic damage.

Death Eruption (1/Day). Negative energy erupts from Xzar, intensified by the Chaos Phage. Any creature in a 60-foot-radius sphere around Xzar (but not including Xzar) must make a DC 17 Constitution saving throw. A creature takes 36 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Xzar's next turn as a zombie under his command.

Lore

I have long wondered what a creature without a soul would be like. It is unfortunate that the first example is also insane.