Alignment
lawful chaotic evil
Armor Class
17 (natural armor)
Hit Points
135 (18d8 + 54)
Saving Throws
wis +9, con +10, int +12
Skills
insight +9, arcana +19, history +12, perception +9
Damage Resistances
cold, lightning, necrotic
Damage Immunities
poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Languages
Common, Dwarvish, Draconic, Elvish, Sylvan, Undercommon
Traits
Source
Description
Waterdeep: Dungeon of the Mad Mage p. 262
Special Equipment
Description
Ezzat wears an amulet of proof against detection and location.
Legendary Resistance (3/Day)
Description
If Ezzat fails a saving throw, it can choose to succeed instead.
Rejuvenation
Description
If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Turn Resistance
Description
Ezzat has advantage on saving throws against any effect that turns undead.
Spellcasting
Description
Ezzat is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
• 1st level (4 slots): detect magic, magic missile, shield, thunderwave
• 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
• 4th level (3 slots): blight, dimension door
• 5th level (3 slots): cloudkill, scrying
• 6th level (1 slots): disintegrate, globe of invulnerability
• 7th level (1 slots): finger of death, forcecage
• 8th level (1 slots): dominate monster, power word stun
• 9th level (1 slots): power word kill
Actions
Paralyzing Touch
Description
Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.
Attack
Paralyzing Touch|12|3d6
Legendary Actions
Legendary Actions (3/Turn)
Description
Ezzat 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. Ezzat regains spent legendary actions at the start of its turn.
Cantrip
Description
Ezzat casts a cantrip.
Paralyzing Touch (Costs 2 Actions)
Description
Ezzat uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions)
Description
Ezzat fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 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 Ezzat's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions)
Description
Each non-undead creature within 20 feet of Ezzat must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Spell Slots
4, 3, 3, 3, 3, 1, 1, 1, 1
Spells
mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, forcecage, dominate monster, power word stun, power word kill