Legendary Resistance (3/Day). If Albrecht fails a saving throw, he can choose to succeed instead.
Rejuvenation. If his phylactery is intact, Albrecht gains a new body in 1d10 days if he should die, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Special Equipment. Albrecht wields a staff of power (accounted for in his statistics except saving throws; add +2 to all his saving throws) and wears a robe of useful items with a robe of scintillating colors layered over it. (It should be impossible to gain the benefit of both robes. He refuses to say how he manages it.)
Spellcasting. Albrecht is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +14 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, minor illusion
1st level (4 slots): detect magic, absorb elements, shield, comprehend languages
2nd level (3 slots): Nystul's magic aura, detect thoughts, invisibility, suggestion
3rd level (3 slots): major image, fly, dispel magic, fireball, sending
4th level (3 slots): dimension door
5th level (3 slots): Bigby's hand, scrying
6th level (1 slot): disintegrate, Otto's irresistible dance
7th level (1 slot): teleport, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): wish
Turn Resistance. Albrecht has advantage on saving throws against any effect that turns undead. (If asked why they affect him at all, since he is definitely alive, he claims to have an incurable phobia of religion.)
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.
Albrecht 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. He regains spent legendary actions at the start of his turn.
Cantrip. Albrecht casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Albrecht uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Albrecht fixes his gaze on one creature he can see within 10 feet of him. 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 Albrecht'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.
Lair and Lair Actions
Albrecht's Lair
A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. The Silvermoon Academy of Magic officially refuses to comment on whether or not it may be considered to teach black magic, but Albrecht seems happy enough there - which is to be expected, because he is not a lich and is definitely alive.
Everything about Albrecht's lair reflects his keen mind and wicked cunning, including the grim and ancient chests stuffed with centuries-old examination manuscripts, the blackboard he insists is trusty and reliable and better than any fancy major image-assisted teaching, and the wardrobe containing the mysterious child Stephen. Undergraduates, employees of the Works Department, and college bedels lurk in shadowy recesses, emerging to firmly reprimand those who dare to disturb Albrecht’s work.
Albrecht encountered in his lair has a challenge rating of 22 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Albrecht can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Albrecht 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.
- Albrecht targets one creature he can see within 30 feet of him. A crackling cord of negative energy tethers him to the target. Whenever he takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Albrecht 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 Albrecht or the target is no longer in the lair.
- Albrecht calls in favours from the spirits of creatures who were taught in his lair. These apparitions materialize and attack one creature that Albrecht can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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