Hazlik is the Darklord of Hazlan, a Domain of Dread where the land and its inhabitants are subjected to magical experiments. In Hazlan, even if you aren’t experimented, you cannot help but feel the impact of Hazlik’s magical experiments whether you come across the shattered land or the grotesquely malformed creatures that lurk here, it’s impossible not to feel the terrible influence of Hazlik.
Hazlik was once one of the red wizards of Thay with aspirations for a position as one of the high ranking Zulkirs. His terrible experiments horrified even the immoral Zulkirs though and he ended up betraying his lover in a horrific way, transforming him into a portal, leaving him in agony. The ultimate irony though, is that this portal transported him to Hazlan, the Domain of Dread that now forms his endless prison.
Information About Hazlik
|Home||Veneficus, the crimson-towered palace|
Hazlik’s Stat Block
Hazlik is a powerful archmage, as such, he follows fairly closely to the stats of an archmage as outlined in The Monster Manual, but with some enhancements (as a particularly powerful powerful and unique archmage). Hazlik also favours the use of magical items to enhance his abilities which has been represented in his stat block. When using Hazlik in your campaign, feel free to provide him with additional magic items as you see fit, he is always searching for new items to enhance his abilities.
The following stat block is not an official release but my own creation as Darklord stat blocks haven’t been officially released by Wizards of the Coast for 5th edition.
- Medium humanoid (human), Neutral Evil
- Armour Class: 17 (Robe of the Archmagi)
- Hit Points: 148 (26d8 + 18)
- Speed: 30ft
|10 (+0)||14 (+2)||12 (+1)||22 (+6)||15 (+2)||16 (+3)|
Saving Throws: Int +9, Wis +6
Skills: Arcana (+13), History (+13)
Damage Resistance: Damage from spells; fire (from Staff of Fire); Nonmagical Bludgeoning, Piercing and Slashing (from Stoneskin)
Senses: Passive Perception 12
Languages: Abyssal, Common, Draconic, Elvish
Challenge: 15 (13,000 XP)
Dust of Disappearance: Hazlik can use an action to throw the dust into the air, causing himself and each creature within a 10ft radius of him to become invisible for 2d4 minutes. If Hazlik or an affected creature makes an attack or casts a spell, the invisibility ends. After one use, the Dust of Disappearance cannot be used again.
Ioun Stone of Greater Absorption: While this stone is on Hazlik’s person, he can use his reaction to absorb a spell of 8th level or lower cast by a creature he can see and targeting only him. Once the stone has absorbed 50 levels worth of spells, it becomes dull and unusable having lost its magic.
Legendary Resistance (2/day): When Hazlik fails a saving throw, he can choose to succeed instead.
Robe of the Archmagi: The Robe of the Archmagi grants the following benefits that have already been accounted for in his stats:
- A base AC of 15+ his Dexterity modifier
- Grants advantage on saving throws against spells and other magical effects
- Gives Hazlik a bonus of +2 to his spell save DC and spell attack bonus
Staff of Fire: The staff of fire grants Hazlik resistance to fire damage while holding the staff, he can also use an action to cast one of the following spells; burning hands, fireball, wall of fire.
Spellcasting: Hazlik is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Hazlik can cast the following spells:
- At will: disguise self, fire bolt, Invisibility, light, mage hand, prestidigitation, shocking grasp
- 1st Level (4 slots): detect magic, identify, mage armor, magic missile
- 2nd Level (3 slots): detect thoughts, mirror image, misty step
- 3rd Level (3 slots): counterspell, fly, lightning bolt
- 4th Level (3 slots): banishment, fire shield, polymorph, stoneskin
- 5th Level (3 slots): cone of cold, dominate person, wall of force
- 6th Level (2 slots): disintegrate, globe of invulnerability
- 7th Level (2 slots): reverse gravity, teleport
- 8th Level (1 slot): clone, mind blank
- 9th Level (1 slot): time stop
Staff of Fire: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) fire damage.
Dagger: Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Hazlik can take 3 legendary actions, choosing from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. Hazlik regains spent legendary actions at the start of his turn.
Spell: Hazlik can cast a spell of 2nd level or lower
Hazlik is extremely egotistical. He is also immeasurably vain. He sees inadequacies in everyone other than himself, meaning that he considers none truly worthy of what he has to offer. To feed his incessant ego, he maintains a group of apprentices made up of the most talented mages of the land. These aid him in his pursuit of increasingly more powerful magic, though he finds that all fail to achieve his lofty standards.
Hazlik though, is constantly frustrated. Part of his curse in Hazlan is that he cannot attain any greater magical knowledge and is unable to learn new spells or magic. He carefully guards this secret though; his ego will not allow any to know of his own weaknesses. He continues to experiment though, not truly knowing the nature of Hazlan or his inability to learn. His primary goal is to seek an escape from this land and for this reason, he cares little for the state of the land or its people believing that he will soon be gone. For this reason, he has a callous attitude towards the fate of Hazlan and its people.
History of Hazlik
Hazlik originally hailed from the nation of Thay in Eastern Faerun. He was raised by the Red Wizards who taught him magic and allowed him the opportunity to rise through the ranks of the magocratic nation. But whatever he learned was never enough and he obsessed over gaining more knowledge and power, in particular, achieving the perfect mortal form and visiting the dream realms of another’s psyche.
As he rose in power, he made many enemies through petty rivalries and vicious betrayals. He won more of these contests than he lost but there was one adversary he could never beat, the mage Indreficus. He became fixated on their fierce rivalry, each trying to gain the upper hand on each other, until, eventually, their relationship evolved into that of passionate lovers. In this relationship, they drove each other to increasingly greater feats of magic and capabilities.
This did not last however. Hazlik eventually discovered that Indreficus had gained the attention of the ruling council of Thay, the Zulkirs. Hazlik believed that Indreficus planned to betray him and take his place among Thay’s ruling elite. Hazlik decided to gain the upper hand and captured and transformed Indreficus into a nightmarish living portal. The very impact of this spell had an endlessly painful effect on Indreficus’ body.
Hazlik planned to present his efforts to the Zulkirs to impress them but instead, they were horrified by the abominable act he’d performed and revealed that Indreficus had not betrayed him but rather, the Zulkirs sought to undermine the pair before they became more powerful. Hazlik’s crime was deemed irredeemable and he was punished to have an act of penance made by everyone that Hazlik had wronged but before any could punish his misdeeds, Hazlik escaped through his portal.
Hazlik emerged from the portal in a grim netherworld of fog that he named Hazlan. But he was to be forever tortured. His body became branded with golden tatoos naming Hazlik as a traitor in the language of Thay. He also hears the voice of his former lover, Indreficus who condemns him mercilessly, even to this day.