Custom Thayan Zulkir of Evocation boss

'24 Monster

Pallas, The Stormlord, Zulkir of Evocation

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One of the most powerful Evokers in history, he may just be the most powerful mage to ever hold the title of Evocation Zulkir. He is a master of Evocation (as all the Zulkirs are for their respective schools of magic), but he also dabbles in Conjuration and Transmutation, making him a versatile and feared combatant. He is fascinated by storms and weather, and by being able to control and wield them as a weapon. He is also a spell inventor, crafting powerful new combinations of magic. Pallas's body is nearly completely suffused with magic and raw arcane energy that causes him to age 36,500 times slower than normal, meaning every 100 years, he ages 1 day. So, while he may look to be in his early thirties, he is actually approaching 350 years of age. This quasi-lichdom means that antimagic is extremely detrimental to him, causing him to rapidly age while inside an area of antimagic, like that of the spell Antimagic Field. This is a secret that Pallas guards more closely than any of his others, being willing to lay waste to entire cities to protect it. Most people think he is a lich who simply disguises his undead appearance with magic. He is also surprisingly agile and spry for a mage, to a supernatural degree, easily avoiding most attacks and spells. Some might believe this to be a product of his arcane infusion. However, it is actually due to the fact that Pallas is in fact a demigod in a very literal sense. He is a child who was gifted the powers of Vaskin the god of lightning, granting him superhuman speed and agility. His mastery over Evocation allows him to bend magic around him, and if an Evocation spell is cast at him, he can even reflect it. His goal is to conquer both Evocation and Transmutation so he can have total control over the elements. To do this, though, he would have to usurp the current Zulkir of Transmutation, so he has built an alliance with them to keep them close. He is also allied with the Zulkir of Conjuration, Nevron who supplies both him and the Zulkir of Transmutation with an abundance of Elementals to empower their ranks. This alliance between the Zulkirs of Conjuration, Evocation, and Transmutation is formally called the Tempest Alliance, and is one of the highest priority kills on Tzass Tam's list of people and things to destroy.

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Pallas, The Stormlord, Zulkir of Evocation

Medium Humanoid, Chaotic Neutral

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AC 28 (Arcane Infusion)

HP 520 (80d6 + 240)

Speed 60 ft.

Initiative +11 (21)

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STR 12 ( Mod +1) (Save +1) | DEX 27 (Mod +8) (Save + 13) | CON 17 (Mod +3) (Save +3) INT 30 (Mod +10) (Save + 18) | WIS 19 (Mod +4) (Save + 12) | CHA 18 (Mod +4) (Save +4)

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Skills Acrobatics +24, Arcana +26, History +14, Insight +12, Perception +12

Resistances Acid, Cold, Fire, Force damage from magical sources

Immunities Lightning, Thunder, Charmed, Frightened

Gear Component Pouch, Spellbook

Senses Truesight 120 ft., Passive Perception 22

Languages All

CR 30 (155,000, PB + 9)

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Traits

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Arcane Infusion. Pallas has Advantage on saving throws against spells and other magical effects. Additionally, he is immune to spells that change his form in any way unless he permits it. While he isn't wearing armor, Pallas adds his Intelligence modifier to his Armor Class along with his Dexterity modifier.

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Magically Sustained. Pallas doesn't require food, water sleep, or even air to survive, but if Pallas starts his turn within an area of antimagic, such as that created by the spell Antimagic Field, or enters this area for the first time on his turn, he makes a DC 18 Constitution saving throw or take 10d12 Necrotic damage and fall Prone on a failed save or half damage only on a success, as his body begins to rapidly age.

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Evocation Sovereign. Pallas is Immune to damage dealt by Evocation spells that only target him and are cast by a source he can see. Evocation spells cast by him or his allies treat any 1s or 2s as 3s when rolling damage. Additionally, magic attack rolls against him have Disadvantage.

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Legendary Resistance (5/day or 6/Day in Lair). If Pallas fails a saving throw, he can choose to succeed instead.

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Stormlord’s Overchannel (3/day). When Pallas casts a spell or uses an ability that deals Lightning or Thunder damage, he can choose to have it deal maximum damage instead of rolling dice.

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Agility. Pallas has Advantage on Acrobatics checks and Dexterity saving throws. He can take the Dash and Disengage Action as a Bonus Action. Additionally, he can move along vertical surfaces and along ceilings as if they are horizontal; he cannot stop there.

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Evasion. When Pallas is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails. Pallas doesn't benefit from this feature if he has the Incapacitated condition.

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Actions

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Multiattack. Pallas makes three Evocation Blasts. He can replace one of these with a use of Spellcasting, casting an At Will spell.

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Evocation Bolt. Melee or Ranged Attack Roll: + 19, reach 5 ft. or range 120 ft. Hit: 47 (5d12 +10) Force or Lightning damage. This ability counts as an Evocation spell, so apply Evocation Sovereign to it. The target must succeed on a DC 27 Strength saving throw or be pushed 20 feet straight away from Pallas.

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Spellcasting. Pallas casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 27, +19 to hit with spell attacks):

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At Will: Detect Magic, Detect Thoughts, Dispel Magic, Lightning Bolt (level 5 version), Fireball (level 5 version), Magic Missile (level 4 version), Shatter (level 5 version), Gust of Wind, Mage Hand, Prestidigitation

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3/Day Each: Wall of Force, Prismatic Spray, Sunbeam, Steel Wind Strike, Incendiary Cloud, Telekinesis

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1/Day Each: Chain Lightning (level 9 version), Sunburst, Meteor Swarm, Disintegrate (level 9 version), Prismatic Wall, Time Stop, Cone of Cold (level 9 version)

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Ventus Pulse. Strength Saving Throw: DC 27, each creature in a 120-foot sphere originating from Pallas. Failure: The creature takes 27 (6d8) Force damage, is knocked Prone, and is pushed 30 feet in a direction of Pallas's choosing. Success: Half damage only.

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Tempest Strike (Recharge 6). Constitution Saving Throw: DC 27, each creature, object that isn’t being worn or carried, and structure in a 300 foot high, 30 foot radius Cylinder originating from a point Pallas can see within 150 feet. Failure: 32 (5d12) Lightning damage, 32 (5d12) Thunder damage, and 32 (5d12) Force damage, and be Deafened, Blinded, and Stunned until the start of your next turn. (This ability counts as an Evocation spell, so apply Evocation Sovereign to it). Success: Half damage only.

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Bonus Actions

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Jump. Pallas spends 5 feet of movement to jump vertically 120 feet or horizontally 90 feet.

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Storm Step. Pallas teleports up to 120 feet to an unoccupied point he can see, and each creature within 10 feet of where he left as well as where he appeared makes a DC 27 Constitution saving throw, taking 21 (6d6) Lightning damage and 21 (6d6) Thunder damage and has the Deafened condition on a failed save or half damage only on a success.

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Fly. Pallas casts Fly using the same spellcasting ability as Spellcasting. When he does so, it doesn't require concentration but instead lasts for its full duration. Additionally, his Fly Speed is equal to 120 feet instead of 60 feet and he is still able to hover.

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Reactions

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Sculpt Spell. If Pallas has to make a saving throw against a spell that creates an area of effect, he can bend the spell around him as well as up to 5 creatures he can see. These creatures, as well as he, are not affected by the spell.

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Reflect Spell (Recharges after a Short Rest). If an Evocation spell targets Pallas in any way, he can redirect it. If the spell would hit him, it instead hits the caster, and they suffer the effect of the spell. If the spell forces him to make a saving throw, he can make an Intelligence check (DC 10 + spell level + PB of spellcaster) instead and force the caster to make the saving throw against his spell save DC. If the spell creates an area of effect and the spell is successfully reflected, the area of effect becomes centered on the original caster and does not affect Pallas.

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Legendary Actions

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Legendary Action Uses: 3 (4 in lair). Immediately after another creature’s turn, Pallas can expend a use to take one of the following actions. Pallas regains all expended uses at the start of each of his turns.

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Spell Wipe (3 Legendary Actions). Spells within 20 feet of Pallas end immediately, as if the Dispel Magic spell were cast at 9th level.

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Magic Barrage. Pallas uses Spellcasting to cast Magic Missile (level 4 version).

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Move. Pallas moves up to half of his movement speed.

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Lair: Spire of The Stormlord

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Pallas lives in a tower made of dark metals and carved with amethyst lightning bolts.

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Regional Effects: A 10-mile region containing the lair of Pallas, or an area under its effect, has the following regional effects.

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Controlled Weather. Pallas can cast Control Weather, requiring no Material components, affecting only the region.

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Thunder Storms. Lightning strikes randomly and often here. For every mile the characters travel within the region, roll 1d4 to see how many lightning bolts they encounter. Each creature makes a DC 15 Dexterity saving throw, taking 21 (6d6) Lightning damage on a failure or half damage only on a success.

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Posted Jun 12, 2026, 11:40 PM UTC

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