Special Equipment. Ulrich wears the Mask of Many, altering his look for a more innocent visage, using his Ring of Protection, shielding him from Divination spells.
Master Of Disguise. While wearing the Mask of Many, Ulrich can change his appearance, much like a Disguise Self spell except there is no duration on the spell, it is permanent as long as the wearer wishes, using an action to drop the illusion.
Paranoid Master. While wearing the Ring of Protection, Ulrich is immune to any effect that would sense its emotions or read its thoughts, Divination spells, and the charmed condition.
Legendary Resistance (3/Day). If Ulrich fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Ulrich's body is destroyed his mind is transported to the Soul Cage in his lair. His mind is tranferred to a new, young host in 1d10 days.
Spellcasting. Ulrich is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Ulrich has the following spells prepared:
Cantrips (at will): Mage Hand, Prestidigitation, Ray Of Frost, Encode Thoughts, Fire Bolt
1st level (at will): Detect Magic, Magic Missile, Shield, Thunderwave, Command, Dissonant Whispers
2nd level (at will): Animal Messenger, Detect Thoughts, Invisibility, Mirror Image
3rd level (at will): Animate Dead, Counterspell, Dispel Magic, Fireball, Suggestion
4th level (5 slots): Blight, Dimension Door
5th level (5 slots): Cloudkill, Scrying, Geas
6th level (3 slot): Disintegrate, Globe Of Invulnerability, Mass Suggestion
7th level (3 slot): Finger Of Death, Plane Shift
8th level (2 slot): Dominate Monster, Power word Stun, Clone
9th level (2 slot): Power Word Kill, Psychic Scream, Wish
Turn Resistance. Ulrich has advantage on saving throws against any effect that turns undead.
Survivor Of The Fittest. Creatures have disadvantage on attacks when targeting Ulrich.
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.
Ulrich can take 4 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. Ulrich regains spent legendary actions at the start of its turn.
At Will Spell. Ulrich casts one of his at will spells.
Spell (Costs 2 Actions). Ulrich casts a spell.
Paralyzing Touch (Costs 2 Actions). Ulrich uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Ulrich fixes his 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.
Breath Of Decay (Costs 3 Actions). Each non-undead creature in a 30 feet cone must make a DC 18 Constitution saving throw against this magic, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Archlich Ulrich is a milennia-old Lich, having been made a Lich even before the making of the Guildpact. Ulrich prefers indirect confrontation, intimidating his enemies through whispers and messages through animal messengers. When directly confronted Ulrich is not afraid to dominate the minds of his enemies, forcing them through his magical whispers.
Ulrich despises directly encountering his enemies, opting to use Animal Messenger to send messages to his potential foes and enslaving his most favoured servants with the Geas spell. That does not mean that Ulrich hates people, in fact he loves walking around the populace, using his Mask of Many as his alter-ego, Davriel, talking to the aristocracy of the plane, his Ring of Protection shielding him against various Divination magics.
Ulrich's monolith has a grand throne room and auditorium where he addresses his audience, most likely being the room in which Ulrich will fight his enemies. If Ulrich's inner sanctum, The Black Spear, is invaded and being besieged Ulrich would rather self-destruct the tower, lest having his recources falling into the hands of the enemy.
Lair and Lair Actions
Ulrich's Lair
Ulrich is an ancient Lich, having gathered a great library and collection of magical books and artifacts. His lair is a gargantuan monolith located deep, deep below the surface, of Ravnica, his inner sanctum and tower, The Black Spear being located within his demiplane of Fundament.
Lair Actions
On initiative count 20 (losing initiative ties), Ulrich can take a lair action to cause one of the following magical effects; Ulrich can’t use the same effect two rounds in a row:
- Ulrich rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
- Ulrich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Ulrich to the target. Whenever Ulrich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Ulrich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Ulrich or the target is no longer in Ulrich's lair.
- (Need a lair action that makes adds or reanimates corpses in the room)
Previous Versions
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12/3/2019 1:43:27 PM
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2/13/2020 2:53:50 PM
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3/15/2020 6:05:19 PM
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10/10/2020 2:33:27 PM
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