Unknown Shores
Doctor Edvard Krizan
Medium Human, Neutral Good
Armor Class 16
Hit Points 136 (21d8 + 42) 21d8+42
Speed:
30 ft
Saving Throws Con +7, Int +11, Wis +6
Skills Arcana +16, Investigation +16, Medicine +16, Nature +11, Persuasion +8
Damage Resistances lightning, necrotic
Condition Immunities frightened
Senses passive Perception 11
Languages Common plus four other languages
Challenge Rating 15
Proficiency Bonus +5
Legendary Resistance (3/Day).
If Krizan fails a saving throw, he can choose to succeed instead.
Master Anatomist.
Krizan has Advantage on Intelligence and Wisdom checks concerning Humanoids, Monstrosities, diseases, poisons, or the nature of life and death.
In addition, Krizan’s weapon attacks and damaging abilities ignore resistance to necrotic damage.
Prepared to Fail.
When Krizan finishes a Long Rest in his laboratory, he prepares three contingencies: galvanic discharge, restorative serum, and smoke compound. Each contingency can be used once. Krizan regains all expended contingencies when he finishes a Long Rest in his laboratory.
Scientific Supremacy.
Krizan uses Intelligence as the ability modifier for his attacks and saving throw DCs. His scientific abilities are magical effects but aren’t spells.
Unnatural Vitality.
When Krizan would be reduced to 0 Hit Points, he can use his Reaction to activate an implanted galvanic mechanism. He drops to 1 Hit Point instead, moves up to half his Speed without provoking Opportunity Attacks, and gains 20 Temporary Hit Points. Once Krizan uses this trait, he can’t use it again until he finishes a Long Rest.
Actions
Multiattack.
Krizan makes two attacks using Surgical Blade or Galvanic Projector. He can replace one attack with Command the Created.
Surgical Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Hit: 9 (1d6 + 6) piercing damage plus 14 (4d6) necrotic damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 19 Constitution saving throw or be unable to regain Hit Points until the start of Krizan’s next turn.
Galvanic Projector. Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target.
Hit: 24 (4d8 + 6) lightning damage, and the target can’t take Reactions until the start of Krizan’s next turn.
Command the Created.
One Construct, Monstrosity, or Undead Krizan can see within 60 feet of himself can use its Reaction to move up to its Speed and make one attack.
An unwilling creature must succeed on a DC 19 Wisdom saving throw to resist the command. A creature created or restored to life by Krizan automatically fails this saving throw.
Paralytic Injection (Recharge 5–6).
Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Hit: 8 (1d4 + 6) piercing damage, and the target must succeed on a DC 19 Constitution saving throw or have the Paralyzed condition for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Galvanic Overload (Recharge 5–6).
Krizan releases accumulated energy in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save or half as much damage on a successful one.
Constructs and Undead of Krizan’s choice in the area make no saving throw and take no damage. Each instead gains 25 Temporary Hit Points and can immediately use its Reaction to make one attack.
Defy Death (1/Day).
Krizan touches the corpse of a creature that died within the last minute. The creature returns to life with 1 Hit Point.
The revived creature has the Incapacitated condition until the end of its next turn and gains one level of Exhaustion. If the creature is unwilling to return, this ability fails.
A creature restored in this way bears visible signs of the procedure, such as surgical scars, metal sutures, or discoloration around the heart.
Reactions
Calculated Countermeasure.
When Krizan takes damage from an attack or from an effect that required him to make a Dexterity saving throw, he can expend one prepared contingency and produce its corresponding effect.
Galvanic Discharge.
The creature that dealt the triggering damage takes 13 (3d8) lightning damage and can’t take Reactions until the end of its next turn. Krizan can use this contingency only if the damage was dealt by a creature.
Restorative Serum.
Krizan regains 22 (4d8 + 4) Hit Points.
Smoke Compound.
Smoke fills a 10-foot-radius sphere centered on Krizan. The sphere is Heavily Obscured, moves with him, and lasts until the start of his next turn. Krizan then moves up to 15 feet without provoking Opportunity Attacks.
Legendary Actions
Krizan 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. Krizan regains spent Legendary Actions at the start of his turn.
Observe.
Krizan makes a Wisdom (Perception) or Intelligence (Investigation) check.
Reposition.
Krizan moves up to half his Speed without provoking Opportunity Attacks.
Galvanic Projector.
Krizan makes one Galvanic Projector attack.
Administer Compound (Costs 2 Actions).
Krizan makes one Paralytic Injection attack, if available. Alternatively, if his restorative serum contingency is available, he expends it and regains 22 (4d8 + 4) Hit Points.
Awaken the Flesh (Costs 3 Actions).
If Krizan controls fewer than three flesh servants, one corpse of a Small or Medium creature within 30 feet of him rises as a flesh servant under his control. The servant acts immediately after Krizan in the Initiative order and crumbles into lifeless remains 1 minute after its original animation. Krizan can have no more than three flesh servants under his control at one time.
Lair Actions
Krizan’s Laboratory
When encountered in his laboratory, Krizan has a Challenge Rating of 16 (15,000 XP) and can use lair actions.
The laboratory contains three occupied operating tables, preservation tanks, or barred enclosures. Each occupied enclosure contains one flesh servant and can release that servant only once.
On Initiative count 20, losing Initiative ties, Krizan takes one of the following lair actions. He can’t use the same lair action two rounds in a row.
Conductive Floor.
Electrical current surges through a 20-foot-square area Krizan can see. Each creature standing in that area must succeed on a DC 19 Dexterity saving throw or take 18 (4d8) lightning damage and have the Prone condition.
Release the Restraints.
If Krizan controls fewer than three flesh servants, one flesh servant emerges from an occupied operating table, preservation tank, or barred enclosure he can see. It appears in an unoccupied space within 5 feet of the enclosure and acts immediately after Krizan in the Initiative order. That enclosure is then empty and can’t release another flesh servant.
Magnetic Lockdown.
Metal instruments, chains, and restraints seize creatures in a 15-foot-radius sphere centered on a point Krizan can see within 60 feet. Each creature in that area must succeed on a DC 19 Strength saving throw or have the Restrained condition until Initiative count 20 on the next round.
Reanimate the Fallen.
One dead flesh servant Krizan can see within 60 feet regains 25 Hit Points and rises under his control. If the servant was created by Awaken the Flesh, reanimating it doesn’t reset the duration of that effect.
Flesh Servant
Medium Construct, Unaligned
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
13 (+1) |
3 (−4) |
8 (−1) |
5 (−3) |
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages Krizan speaks but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Created Obedience. The flesh servant automatically fails saving throws made to resist Command the Created.
Unstable Construction. When the flesh servant is reduced to 0 Hit Points, each creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) necrotic damage.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.
this is a great final boss