Special Equipment. Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.
LEGENDARY RESISTANCE (5/day). If Acererak fails a saving throw, he can choose to succeed instead. He can also use this for shove attacks and other knockbacks.
Rejuvenation. Acererak has lich regeneration if killed, in 1d10 days.
ARCANE AURA. Acererak is immune to any effects of a spell cast at 1st level.
Turn Undead Immunity. Acererak has immunity to saving throws against any effects that turn undead.
Spellcasting. Acererak is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +15 to hit with spell attacks). Acererak has following wizard spells prepared:
Cantrips (at will): mage hand, light, shocking grasp
1st level (at will): comprehend languages, detect magic, shield
2nd level (at will): arcane lock, knock, misty step, detect thoughts
3rd level (at will): counterspell, fireball, fly, dispel magic
4th level (3 slots): banishment, greater invisibility
5th level (3 slots): telekinesis
6th level (3 slots): chain lightning, disintegrate
7th level (3 slots): delayed blast fireball, finger of death, plane shift, teleport
8th level (2 slots): dominate monster, mind blank
9th level (3 slots): lair actions only
Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 20 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.
Staff of the Forgotten One (+3 Quarterstaff). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage.
Invoke Curse. While holding the Staff of the Forgotten One, Acererak targets 1 creature within 60 feet of him that he can see. The target must succeed on a DC 23 Constitution saving throw or be unable to regain hit points for 5 rounds. The character also has vulnerability to necrotic damage.
Acererak has no bonus actions.
Absorb Elements. Whenever Acererak is hit with an attack that deals elemental damage, he can spend his reaction to absorb half of the elemental damage. His next melee attack deals an extra 1d12 of that damage type.
Counterspell. Whenever a spell is cast by a creature within 60 feet of Acererak, he can use his reaction to cast counterspell at level 1 higher than the level of the spell, completely stopping the spell in its tracks.
Acererak follows normal legendary action rules.
At-Will Spell. Acererak casts one of his at-will spells.
Melee Attack. Acererak uses his Paralyzing Touch or attacks with his staff.
Talisman of the Sphere (Costs 2 actions). Acererak uses his talisman of the sphere to move his sphere of annihilation up to 90 feet.
Disrupt Life (Costs 3 actions). Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much on a successful one.
Acererak has no mythic actions.
Description
Looks like an average, 25 year old Cambion. When he reverts back into his true, lich form, he looks like classic Acererak. He wears crimson red robes that match his complexion, because even liches need style.
Lair and Lair Actions
Acererak's lair is a 100 by 100 foot room, 60 feet tall. There are various desks with lab equipment on them, and Acererak is against the far wall making a mixture. There is a 10 by 10 foot hole in the middle of the room, 50 feet deep, with handholds on the sides. As the players walk in, he says that he is over halfway there with its components, before dropping it into a demiplane, leaving his research notes open on the desk. He referenced these notes. He then is overconfident and funny, before raising floating islands from the ground, some with lab equipment (acids, explosive vials, potions, etc.) on them.
Lair Actions
On initiative count 100 (losing initiative ties), Acererak takes a lair action to cause one of the following effects, in order, every OTHER round. Acererak can’t use the same effect two rounds in a row. If the party is struggling, and may not make it through all the 7 rounds, he uses a lair action every round instead.
- As the first attack of the fight, Acererak casts wish on the party to give them an effective long rest, stating that it is customary for him to do so, to make the combat more thrilling.
- At round 3, Acererak casts time stop. He then casts wall of force, cutting off some adventurers from each other. Using his other time stop actions, he uses melee attacks. The Trickster Gods begin giving each PC 15 health per round every round then, and only if you are not incapacitated or unconscious.
- At round 5, he uses his lich form, then casts shield on himself (but only +2 AC) (active until round 7).
- At round 7, he casts Power Word Kill on a PC, before spamming powerful spells with his legendary actions for a turn, saying that "While this little skirmish has been enjoyable, brave adventurer's fights almost always are, it is time for me to continue attending to other matters. Goodbye, Heroes of Chult. You certainly tried your best." After killing the PCs, he re-enters his Cambion form.
Previous Versions
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