I've got a homebrew Lich [Redacted], In life, he was a wizard who served a tyrannical Empire as a "doctor" and conducted horrific experiments on it's enemies. [Redacted]
But when the writing was on the wall for the Empire, he fled and vowed to topple the benevolent regime that replaced the Empire. But he knew such a thing could never be done in his lifetime. So he became a Lich to give him all the time he needs. The stats are almost finished, save for the Special Equipment part. And I admit that choosing or creating magic items is a something I have difficulty with. So, does anyone have any suggestions for what items this Lich would find useful? If you want more info, here are the stats. Their a mixture of standard Lich stats, as well as Acerak's stats.
Kasper: Lich
Appearance: Outwardly, he resembles a frightening old man with a narrow face with hateful blue eyes and a rather large mustache and short hair. But that’s merely an illusion he casts on himself. His true form is that of a skeletal monster made of rotting, liquefied flesh. He also tends to wear a plague doctor’s attire.
Medium Undead, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 285 (30d8 + 150)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
20 (+5)
INT
27 (+8)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws CON +12, INT +15, WIS +12
Skills Arcana +18, History +22, Insight +9, Perception +9 Medicine +15
Damage Resistances Cold, Lightning,
Damage Immunities Necrotic; Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Languages Common, Abyssal, Elvish, Goblin, Draconic, Infernal
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Special Equipment. (Write later)
Legendary Resistance (3/Day). If Kasper fails a saving throw, he can choose to succeed instead.
Rejuvenation. When Kasper falls, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body is a exact duplicate of the previous body appears within 5 feet of the phylactery and will either be grown from it or he will possess a living one near it. If Kasper possesses a already existing body, the body will transform into a copy of his previous body in 1d10 days.
Spellcasting. Kasper is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (at will): detect magic, magic missile, shield, ray of sickness
4th level (3 slots): blight, dimension door phantasmal killer
5th level (3 slots): cloudkill, scrying dominate person
6th level (3 slot): disintegrate, globe of invulnerability circle of death
7th level (3 slot): finger of death, planeshift, teleport
8th level (2 slots): power word stun, feeblemind
9th level (2 slots): power word kill, time stop
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Actions
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) 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.
Legendary Actions
The lich can take 3 legendary actions, choosing from the options below. 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.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich 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.
Phylactory. Kasper’s Phylactery is his surgical tool box. And it can only be destroyed by casting either Power Word Heal, or Wish.
I've got a homebrew Lich [Redacted], In life, he was a wizard who served a tyrannical Empire as a "doctor" and conducted horrific experiments on it's enemies. [Redacted]
But when the writing was on the wall for the Empire, he fled and vowed to topple the benevolent regime that replaced the Empire. But he knew such a thing could never be done in his lifetime. So he became a Lich to give him all the time he needs. The stats are almost finished, save for the Special Equipment part. And I admit that choosing or creating magic items is a something I have difficulty with. So, does anyone have any suggestions for what items this Lich would find useful? If you want more info, here are the stats. Their a mixture of standard Lich stats, as well as Acerak's stats.
Kasper: Lich
Appearance: Outwardly, he resembles a frightening old man with a narrow face with hateful blue eyes and a rather large mustache and short hair. But that’s merely an illusion he casts on himself. His true form is that of a skeletal monster made of rotting, liquefied flesh. He also tends to wear a plague doctor’s attire.
Medium Undead, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 285 (30d8 + 150)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
20 (+5)
INT
27 (+8)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws CON +12, INT +15, WIS +12
Skills Arcana +18, History +22, Insight +9, Perception +9 Medicine +15
Damage Resistances Cold, Lightning,
Damage Immunities Necrotic; Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 22
Languages Common, Abyssal, Elvish, Goblin, Draconic, Infernal
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Special Equipment. (Write later)
Legendary Resistance (3/Day). If Kasper fails a saving throw, he can choose to succeed instead.
Rejuvenation. When Kasper falls, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body is a exact duplicate of the previous body appears within 5 feet of the phylactery and will either be grown from it or he will possess a living one near it. If Kasper possesses a already existing body, the body will transform into a copy of his previous body in 1d10 days.
Spellcasting. Kasper is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (at will): detect magic, magic missile, shield, ray of sickness
2nd level (at will): acid arrow, detect thoughts, invisibility, mirror image
3rd level (at will): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door phantasmal killer
5th level (3 slots): cloudkill, scrying dominate person
6th level (3 slot): disintegrate, globe of invulnerability circle of death
7th level (3 slot): finger of death, planeshift, teleport
8th level (2 slots): power word stun, feeblemind
9th level (2 slots): power word kill, time stop
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Actions
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) 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.
Legendary Actions
The lich can take 3 legendary actions, choosing from the options below. 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.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich 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.
Phylactory. Kasper’s Phylactery is his surgical tool box. And it can only be destroyed by casting either Power Word Heal, or Wish.