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Hazlik, Darklord of Hazlan

Like the other darklords of the Demiplane of Dread, Hazlik is a tragic and ruthlessly evil figure. Brought to Ravenloft by the same dark mists which summon all of the demiplane's inhabitants, Hazlik has spent his time ruling his domain establishing a school of arcane magic, and laying plans for a magnificent magical experiment meant to grant his wish of everlasting life.   Marked with Shame Originally a member of the powerful order of mages known as the Red Wizards, Hazlik was a rising star among his peers, with an unmatched mastery of evocation magic. As was normal for Thay, Hazlik made many enemies in his rise, including a necromancer by the name of Thantosya. Hazlik desired her love Orliab, and Thantosya used this to lure Hazlik into a trap, capturing and torturing him. During his imprisonment, Hazlik was marked with Thayan tattoos reserved for females, shaming him and insolating him from his peers. In his fury, Hazlik tortured and killed both Orilab and Thantosya, then moved to destroy those who had ridiculed him. In his rage, Hazlik lost his way in the mists, and was brought to the Demiplane of Dread and given lordship of his own domain.   Founding of the Academy At the center of his domain Hazlik built the town of Ramulai, raising it from stone in only a single day. Filled with strange, twisting streets and unusual landmarks, there are many who believe that this town is the centerpiece of an unknown magical ritual. Within the walls of town Hazlik founded the Red Academy, a school of magic dedicated to arcane spellcasting, open to any willing to see it out. This simple act made Hazlik the enemy of the Iron Faith, a widespread religion in Ravenloft well-known for its hatred of the arcane arts. However, this hatred seems to be of little importance to Hazlik, who views the religion itself with apathy, seeing it as a method of pacifying those who reside in Hazlin.   Master of the Arcane In all of Ravenloft, few spellcasters hold as much power as Hazlik, a well-known fact which Hazlik uses to dissuade other darklords from attempting to invade his domain. Those still foolish enough to challenge Hazlik's power rarely even make it far enough to see Hazlik's face. Nestled in a river valley just past Ramulai, Hazlik's private estate Veneficus is well-guarded at all times by graduates of the Red Academy, and Hazlik can call upon his students when faced with a threat. Enemies with enough misfortune to confront Hazlik directly find themselves in combat with demons and devils summoned by Hazlik's magic, while the red wizard himself stays far afield slinging spells which twist, burn, and freeze his enemies and allies alike. Hazlik has not forgotten the powerful techniques learned during his time as a Red Wizard of Thay, and his magical defenses ward away even the most powerful spells, causing them to fizzle before the can even touch Hazlik.   Veneficus, Estate of Terror Hazlik lives in a looming wood-and-stone manor at the center of a river valley caught on both sides between a mountain range. Approachable only from the town of Ramulai, Hazlik and his students are the only residents of Hazlin who regularly make trips to the estate. Rumors swirl about what can be found within the many shaded rooms of the manor itself, and the basement is said to be home to the results of dozens of Hazlik's dark experiments. Though no one is willing to speak of it, residents from the smaller towns surrounding Ramulai often go missing when they wander to close to Veneficus, and strange moans and noises often echo off of the mountain slopes for days afterwards. The estate itself radiates a dark aura, and facing Hazlik on its grounds holds great risks.   Lair Actions On initiative count 20 (losing initiative times), Hazlik takes a lair action to cause one of the following effects; Hazlik can't use the same effect two rounds in a row:
  • Zombified, grasping hands burst from the ground at the feet of up to two creatures that Hazlik can see within 120 feet, ripping up flagstone and pavement as they do so. The hands wrap their fingers around the ankles of the targets, forcing them to make a DC 15 Strength saving throw. On a failed save, the target becomes restrained. A restrained creature can use its action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success and causing the hands around them to sink back into the ground. The effect also ends if Hazlik dies or uses another lair action.
  • Strange wisps of acrid smoke rise from the ground in an area Hazlik chooses within 60 feet of himself, filling a 15-foot radius sphere until Hazlik dismisses it as an action, uses this lair action again, or dies. The smoke spreads around corners. Creatures which start their turn in the smoke or enter it for the first time on their turn must make a DC 25 Constitution saving throw be overcome with coughing fit, taking 10 (3d6) poison damage on a failed save, or half as much damage on a success.
  • The skin of a creature Hazlik can see within 60 feet begins to twist and scar, forcing them to make a DC 18 Wisdom saving throw. On a failed save, strange tattoos appear in dark ink on the target's face, burning with dark power. While the tattoos remain, the target has disadvantage on saving throws made to resist spells cast by Hazlik and the effects of other lair actions. The target can use its action to repeat the saving throw, causing the tattoos to disappear on a success. The tattoos also disappear if Hazlik dismisses it as an action, uses this lair action again, or dies.
Regional Effects The region surrounding Veneficus is warped by Hazlik's magic, which creates one or more of the following effects:
  • A dark aura lingers over the land within 6 miles of the manor, causing all dim light within the area to instead be treated as darkness, which heavily obscures everything within it.
  • Mundane fires that burn within 1 mile of the manor do not give off heat, instead radiating a supernatural and unearthly chill. These flames are impossible to smother by mundane means, only capable of being quenched by magical effects. Any creature which touches a mundane flame takes both cold damage and fire damage.
  • Fog lightly obscure the land within 6 miles of the manor
If Hazlik dies, the dark aura dissipates immediately, but the other effects fade over 1d10 days.   A Rian of Acid In Hazlik's time on Faerun serving as a Red Wizard of Thay, the red wizards created a spell which summons stinging acid rain from the sky to burn and sizzle the skin of their enemies and victims. Hazlik played a minor role in the development of this spell, and favors its use greatly, having perfectly memorized its steps and requirements over the many years he has spent in Ravenloft.   Acid Storm
6th-Level Conjuration
Casting Time 1 action
Range 120 feet
Components Vocal Somatic Material (a flask of acid, consumed in the casting)
Duration Instantaneous
Classes Sorcerer Wizard
When you cast this spell, choose a point within range that you can see. Whirling green storm clouds rapidly form, and acid rain begins to fall in a 20-foot radius, 30-foot high cylinder centered on the chosen point. Each creature in the cylinder must make a Dexterity saving throw, taking 14d4 acid damage on a failed save, or half as much on a success.   At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the radius and height of the cylinder both increases by 5 feet and the damage increases by 2d4 for each slot level above 6th.  

Hazlik, Darklord of Hazlan

Like the other darklords of the Demiplane of Dread, Hazlik is a tragic and ruthlessly evil figure. Brought to Ravenloft by the same dark mists which summon all of the demiplane's inhabitants, Hazlik has spent his time ruling his domain establishing a school of arcane magic, and laying plans for a magnificent magical experiment meant to grant his wish of everlasting life.


Armor Class1114 with mage armor
Hit Points 21d8+42
Speed30 ft.
Strength10 (+0)
Dexterity12 (+1)
Constitution15 (+2)
Intelligence21 (+5)
Wisdom18 (+4)
Charisma17 (+3)
Saving ThrowsConstitution d20+7 Intelligence d20+10 Wisdom d20+9
SkillsArcana d20+10 Deception d20+8 Intimidate d20+8
Investigation d20+9
SensesPassive Perception 14
LanguagesCommonDraconicInfernal
Challenge15 (13000 XP)
Special 1Empowered EvocationHazlik adds their intelligence modifierto the damage roll of spells they cast.
Additionally, any creature that succeeds on a saving throw against a cantripcast by Hazlik takes half damage instead of no damage
Special 2Magic ResistanceHazlik has an advantage on saving throwsmade to resist spells and other magical effects
Special 3SpellcastingHazlik is a 15th-level spellcaster.Their spellcasting ability is Intelligence
(spell save DC 18, d20+10 to hit with spell attacks.)Hazlik has the following wizard spells prepared:
Spells 1Cantrips (at will)Acid splashChill touch
FireboltPoison sprayToll the dead
Spells 21st level (4 slots)Burning handsMage armor
Magic missileShield
Spells 32nd level (3 slots)Blindness/deafnessShatter
Web
Spells 43rd level (3 slots)CounterspellFireball
Summon lesser demons
Spells 54th level (3 slots)Dimension doorIce storm
Sickening radiance
Spells 65th level (2 slots)Cone of coldEnervation
Far step
Spells 76th level (1 slot)Acid stormFreezing sphere
Spells 87th level (1 slot)Prismatic spray
Spells 98th level (1 slot)Maddening darkness
ActionStuff of NightmaresMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d8+1 bludgeoning damageplus 2d8 necrotic damage.In addition, the target must make a DC 18 Wisdom saving throw
or become frightened for 1 minute.An affected creature can repeat the saving throwat the end of each of their turns,ending the effect on a success.
A creature who succeeds in this saving throw is immune to this effect for 24 hours.
Legendary ActionsHazlik, Red Wizard of Hazlin can take 3 legendary actions,choosing from the options below.Only one legendary action option can be used at a time
and only at the end of another creature's turn.Hazlik regains spent legendaryactions at the start of their turn
Legendary Action 1CantipHazlik casts a cantrip.If the cantrip is an evocation spell,
it deals an additional die of damage
Legendary Action 2Cast a Spell (Costs 2 Actions)Hazlik casts a spell from the list of spells they have prepared
Legendary Action 3Overchannel (Costs 3 Actions)Hazlik casts a spell of 5th lever or lower thatdeals damage from the list of spells they have prepared.
This spell automatically deals maximum damage

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