Karzoug The Claimer
Level 19 Solo Runelord of Greed
H410ALL++
Magic Resistance.

Spell attacks have disadvantage on Karzoug.

Regeneration.

Karzoug heals 15 HP at the start of each round.

After each hero's turn, choose one not yet chosen:
  • •Arcane Blast.

    (Range 18) Fly 10, then 3d12 and pushed 2 spaces.

  • •Burning Glaive.

    (Reach 6) 3d12 fire damage. Then 15 damage at the end of their next turn.

  • •Thundering Teleport.

    (1/round) Teleport 20. 2d12 to each creature adjacent to where you began or ended.

  • •Plasma Blast.

    (1/round) 3 heroes take 2d10 fire damage and 2d10 lightning damage. DC 19 DEX save for half.

  • •Meteor Swarm.

    (1 use) Each hero makes a DC 19 DEX save. 4d20 damage, half on save.

  • •Runelords Greed.

    (1 use) Fly 10, then (Cone 12) DC 19 WIL save or d44 damage, half on save. Karzoug gains 5 temp HP for each hero that fails.

BLOODIED:

At 205 HP Karzoug recharges either Meteor Swarm or Runelords Greed.

LAST STAND:

Karzoug is dying! 180 more damage and he dies. Until then Karzoug loses his Regeneration, and deals 15 damage to each creature in his lair, including himself, at the start of each round.