If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.
At the beginning of each hero's turn, while your phylactery is in tact, gain 20 temporary hit points. If you did while your phylactery is in tact, no you don't. You wake up without any of your stuff right not to it.
- •Summon Zombies.
Summon 1 Zombie monster/hero (9d8+13) with 10 HP within Reach: 12 of you and Reach: 2 of a hero.
- •Flaming Barriers.
Create two three square by three square pyres of flame that do not spread. Any creature that starts its turn or enters within Reach: 2 of this pyre for the first time each turn takes 4d8 fire damage. It disappears when you use this ability again.
- •Icy Encasing.
Encase a 100 square square area of ground in slippery ice. Any creature that moves on the ice must make a DC 20 dex save with disadvantage or fall prone, become Slowed, and take 1d8 cold damage. It disappears when you use this ability again.
- •Unlimited Power!!!2d8+9 (Range: 4).
Attacks with advantage. On hit: deal damage to up to two other creatures in range.
- •Deadly Winds.1d44 (range: 12).
Attacks with double advantage. Also hits enemies within Reach: 2 of your target.
- •False Sacrifice.
Use Summon Zombies three times, attack one target within Range: 12 for d100 with advantage, then you die.
Has the HP of a heavy armor monster due to its healing.
Probably counts as five times hero count level 20 monsters because of the zombies it summons each round.
Has a magic staff that gives him advantage on spells, but if you don't want to give that as loot he could just be really cewl and strong. It's reflected in the stat block already.