Szass Tam
Medium natural humanoid (undead)
Level 30 Elite Artillery XP 38000
Initiative +17 Senses Perception +23; Darkvision
Necromantic Aura (Necrotic) aura 5; any living creature that enters or starts its turn in the aura takes 5 necrotic damage.
HP 388; Bloodied 194
Regeneration 10 (If Szass Tam takes radiant damage, his regeneration doesn't function on his next turn.)
AC 45; Fortitude 45, Reflex 43, Will 46
Immune disease, fear, poison; Resist 20 necrotic
Saving Throws +2 (+5 against charm effects)
Speed 6, fly 8 (hover)
Action Points 1
(➶) Vampire Lance (standard, at-will) ✦ Necrotic
Ranged 20; +35 vs Reflex; 3d6+10 necrotic damage, and Szass Tam gains 5 temporary hit points.
(⚔) Claw (standard, at-will) ✦ Necrotic
+34 vs AC; 1d6+10 damage, and 10 ongoing necrotic damage (save ends).
ᗕ Soul Strike (standard, daily) ✦ Necrotic
Close burst 10; targets enemies; +35 vs Reflex; 5d10+11 necrotic damage. Miss: Half damage.
➶ Flensing (standard; sustain minor, encounter) ✦ Fear, Necrotic
Ranged 20; +35 vs Fortitude; 3d6+11 necrotic damage, and the target is stunned (save ends). All allies of the target within line of sight take a -2 penalty to attack rolls (save ends). Szass Tam must make a new attack roll against the target when he sustains this effect. he can change the target as a standard action.
➶ Resistance (minor, daily)
Ranged 10; Szass Tam or 1 ally within range gains resist 10 against one type of damage until the end of the encounter. Choose from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage
Second Wind (standard; encounter) ✦ Healing
Szass Tam spends a healing surge and heals 100 hit points. He gains a +2 bonus to all defenses until the start of his next turn.
Necrotic Master
Szass Tam can convert any attack power he has to necrotic. Change a power's energy keyword to necrotic, or add necrotic energy to an attack power that doesn't normally deal energy damage.
Time Stop (minor; daily)
Szass Tam gains two extra standard actions, which he cannot use to attack other creatures.
Shadow Flow (minor; encounter) ✦ Illusion
Szass Tam uses the power contained in his robes to become invisible until the start of his next turn.
Spellmaster (minor; recharge ⚄⚅)
Szass Tam regains the use of an expended encounter power.
Indestructible
When Szass Tam is reduced to 0 hit points, its body and possessions crumble into dust, but it is not destroyed. It reappears (along with its possessions) in 1d10 days within 1 square of its phylactery, unless the phylactery is also found and destroyed.
Alignment Evil Languages Abyssal, Common, Draconic, Elven, Infernal, Mulhorandi
Skills Arcana +31, Dungeoneering +28, History +31, Nature +28, Stealth +22
Str 12 (+16) Dex 14 (+17) Wis 27 (+23)
Con 28 (+24) Int 32 (+26) Cha 30 (+25)
Equipment: orb implement .
Published in Forgotten Realms Campaign Guide, page(s) 275.