Some men are not content to live the life they are given. True lichdom was beyond his grasp, so he created a death cult while he grew in power. Seeking a shortcut, Amazul trapped an Efeeti, wishing for external life. In a cruel way, undeath fulfills the wish. Now transformed into a skeletal form, Amazul must constantly drain the life of others to sustain themself.

Amazul the Reawoken

Medium undead, lawful evil

Armour Class 12 (15 with zombie leather)

12 (15 with zombie leather) Hit Points 66 (12d8 + 12)

66 (12d8 + 12) Speed 30 ft.; fly 30 ft. (with zombie leather)

STR DEX CON INT WIS CHA 11 (+1) 14 (+2) 12 (+1) 12 (+1) 15 (+2) 16 (+3)

Skills Deception +5, Persuasion +5, Religion +3

Deception +5, Persuasion +5, Religion +3 Damage Vulnerabilities bludgeoning

bludgeoning Damage Immunities poison

poison Condition Immunities exhaustion, poisoned

exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12

darkvision 60 ft., passive Perception 12 Challenge 3 (700 XP)

Dark Devotion. Amazul has advantage on saving throws against being charmed or frightened.

Spellcasting. Amazul is a 6th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Amazul has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): command, inflict wounds, shield of faith

2nd level (3 slots): hold person, silence, spiritual weapon

3rd level (3 slots): animate dead, bestow curse, spirit guardians



Zombie Leather. The wearer takes 1d4 (2) poison damage at the start of each of their turns. As a bonus action, the leather can flare wide, granting the wearer a 30 ft fly speed. While this is active, the armour provides no protection, and Amazul’s AC drops to 12. The wearer can end this flight as a bonus action, regaining the protection of the armour.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Consume Cultists. Amazul drains the life from any cultists within 5ft, gaining hit points equal to the cultists' remaining hit points and killing the cultists.