Medium humanoid, chaotic evil
- Armor Class
- 16
- Hit Points
- 154 (28d8 + 28)
- Speed
- 30 ft.
- Challenge
- 14 (11,500 XP)
- Saving Throws
- Int +10, Wis +7
- Skills
- Arcana +10, History +10, Perception +7
- Damage Immunities
- psychic
- Condition Immunities
- charmed
- Senses
- passive Perception 17
- Languages
- Abyssal, Common, Draconic, Giant, Infernal, Undercommon
Traits
If Hazlik dies, he revives with all his Hit Points in 1d10 weeks somewhere in Hazlan.
If Hazlik fails a saving throw, he can choose to succeed instead.
Hazlik has Advantage on saving throws against spells and other magical effects.
Actions
Hazlik makes three Arcane Burst attacks.
Melee or Ranged Attack Roll: +10, reach 5 ft. or range 150 ft. Hit: 21 (3d10 + 5) Force damage.
Bonus Actions
Hazlik manifests one of the following magic surges, targeting a creature he can see within 120 feet. While Bloodied, Hazlik manifests two surges (roll 1d4; reroll if Hazlik has already used that surge during this turn):
- 1: Misty Movement. Hazlik can teleport the target up to 30 feet to an unoccupied space he can see on a surface or liquid large enough to support the target.
- 2: Eye Blight. con DC 18. The target has the Blinded condition until the end of its next turn.
- 3: Mind Flare. int DC 18. 13 (2d12) Psychic damage, and the target can't take the Magic action until the end of its next turn.
- 4: Implode. dex DC 18. The target takes 10 (3d6) Force damage. Each creature within 5 feet of the target takes 10 (3d6) Force damage.
Legendary Actions
Hazlik makes one Arcane Burst attack.
Hazlik teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 11 (2d10) Force damage. Hazlik can't take this action again until the start of his next turn.
Spellcasting
Hazlik casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
Hazlik casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.