Marnek Jaull | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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EverQuest RPG, Befallen, Homebrew, The Ninth World

Marnek Jaull CR: 16 (15,000 XP)

Small humanoid (gnome), neutral evil
Armor Class: 18 (major shielding)
Hit Points: 112 (15d8 + 45) 15d8+45 plus 50 temporary hit points from leatherskin.
Speed: 30 ft


14 +2


15 +2


17 +3


21 +5


15 +2


16 +3

Saving Throws: CON 1d20+10 , INT 1d20+12 , WIS 1d20+9
Skills: Arcana 1d20+10 , Athletics 1d20+7 , History 1d20+1 , Perception 1d20+12
Damage Resistances: cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison (gnome-skin belt)
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
Senses: darkvision 60 ft., passive Perception 22
Languages: Gnome, Common, Elder Elvish, Old Erudian, Teir'Dal
Challenge Rating: 16 (15,000 XP)

Ghostly Blood-Soaked Boots (1/Day). Marnek Jaull can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object. This effect lasts for 1 minute.   Legendary Resistance (3/Day). If Marnek Jaull fails a saving throw, he can choose to succeed instead.


Multiattack. Marnek Jaull makes three Boil Blood or Combine Dagger attacks.   Boil Blood. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 27 ( 5d8+5 ) necrotic damage. The target also takes 11 2d10 fire damage at the start of its next turn. A CON saving throw cancels this ongoing damage, checked at the end of each of the target's turn.   Combine Dagger. Melee Weapon Attack: 1d20+12 to hit, reach 5 ft., one creature. Hit: 15 ( 3d6+5 ) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This attack uses Marnek Jail's INT to hit.   Spellcasting. Marnek Jaull casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20, 1d20+12 spell attack):

  • At will: mage hand, speak with dead, clinging darkness (causes target's shadow to slow and injure target. WIS saving throw or target is slowed (as the spell) and takes 5 1d10 necrotic damage at the start of each of its turn while slowed), shadow step (short-range, random teleportation, otherwise as misty step).
  • 2/day each: blight, fear, vampiric curse (target takes 6 ( 1d12 ) necrotic damage each round for 1 minute healing Marnek for the same amount. A CON save at the end of the target's turn to end this effect)
  • 1/day: cloudkill, enervation, harmshield (grants Marnek 3 rounds of invulnerability), intensify death* (Marnek's pet who gains 50 temporary hp, does an additional 1d12 necrotic damage on attacks and becomes hasted (as the spell)), reclaim energy (recharge one used spell and he uses it as a bonus action), spirit tap (target takes 44 8d10 necrotic damage to target, and heals for the same amount. Target gains a CON saving throw to half the damage), Toba's acid blast (Marnek chooses two targets within 60 feet of him, each target must make a DEX saving throw or take 5d10+2 acid damage, or half on a success), eternity's torment (5 (1d10) force damage at the start of the target's turn for 1 minute. Target may make an INT saving throw at the end of its turn to end this effect)
* At the DM's discretion and logic and circumstances permitting these spells are already cast.  
Bonus Action
Runed Cowl. As a bonus action, Marnek Jaull may cast a spell.


Feed on Death (1/Turn). When Marnek kills a creature with necrotic damage, he regains 9 (2d8) hit points.

Legendary Actions

Marnek Jaull can take 3 legendary actions, choosing from the options below. He gains an additional legendary action for every 4 enemies (or part thereof) he is facing beyond the first 4 (i.e. he gains +1 legendary action at 8 enemies, another at 12 and so on). Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.

  • Mana Burn. Marnek casts a spell. The spell costs as many actions as uses with "at will" costing 1 action.
  • Paralyzing Touch. Marnek uses his Combine Dagger.
  • Word of Spirit (Costs 2 Actions). Each non-undead, non-Burning Dead creature within 20 feet of Marnek must make a DC 18 Constitution saving throw against this magic, taking 21 ( 6d6 ) necrotic damage on a failed save, or half as much damage on a successful one.

Lair Actions

When fighting inside his lair, Marnek Jaull can invoke additional effects to take lair actions. On initiative count 20 (losing ties) or when initiative is rolled, Marnek Jaull can take one lair action to cause one of the following effects:

  • Disrupt Time. Marnek Jaull sends out a burst of time altering energy throughout the room, affecting all targets other than himself and any allies he chooses. All targets in the room must reroll initiative with disadvantage.
  • Alter Time. Marnek Jaull time around a single target within the room. This target's initiative drops by -5 and Marnek Jaull gains +1 initiative.
  • Time Turner. Marnek Jaull warps time around two targets within his lair, reducing one target's initiative by -5 and boosting another target's initiative by +5.

Marnek is an ancient and wily gnome who has learned much in his two lives. He was the original master of the ancient Burning Dead , centuries ago, and is now master of the offshoot group that resides in Befallen. In his first life, he was a powerful necromancer who battled the elven druids of Tunaria and watched while their homeland was buried under the sands oft h e desert. created by his master, Solusek Ro. With his vast necromantic powers, the gnome assumed he would live forever as a lich. But Marnek miscalculated the time he would need to complete the ritual, and when he died suddenly in battle with the paladins of Prexus, he had not finished the lichdom rituals needed.
  Possessions: guardian robe (AC +2, INT +5, CON +2, +1 spell slot, magic resistance, resist fire, arcane casters only (image, image)) gnome-skin belt, golden ear stud (extended affliction I), ghostly blood-soaked boots, runed cowl (reanimation efficiency II), combine dagger, sapphire (1,000g).

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