Armor Class 20 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., Fly 50 ft. Battor possesses large leathery bat wings that he can unfurl as a free action. These wings are commonly kept tucked onto his shoulders
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
23 (+6)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +10, INT +13, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Common plus up to five other languages, Infernal, Telepathy
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The lich 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 (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door, tenser's transformation

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability, chain lightning

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

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.

Call Undead. While Battor is holding the wand, He can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points (see the Monster Manual for statistics). The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of him and obey his commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once he uses this property of the wand, you can't use it again until the next dawn.

Spells. The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.

Legendary Actions

Battor 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. Battor regains spent legendary actions at the start of its turn.

Cantrip. Battor casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Battor uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Battor fixes his gaze on one creature he 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 Battor 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.

Description

" YOU HAVE BETRAYED ME ONCE, THERE WILL NOT BE A SECOND TIME " - Battor, during Act 4, Age of Despair

Battor is a legendary Lich King, once a kind elven mage known as Battrovious, who became a wizard to heal his dying mother, turned foul servant of darkness after Uragirimono secretly placed the Book of Vile Darkness in the young elf's possession. This book and it's cursed knowledge tempted Battrovious, and drove him mad, locking himself in his room, as he began the ritual to become a lich, Uragirimono helped him along the way, whispering the components and commands, and seduced the mage into serving under him. When he became a lich, he was banished to the Bloodscape, where Uragirimono made a deal with him, his mother revived from her death bed, for the dark god's freedom. Battor accepted, and Uragirimono placed tasks on him and led him to the God Engine, an Artifact of Legendary power. Using this, Battor set off on his twisted task, armed with the Book of Vile Darkness, the God Engine, and The Wand of Orcus, to gather enough souls to free The God of Darkness.

Battor wields the following magical items: The Wand of Orcus, the Book of Vile Darkness, The God Engine, and a cloak of invisibility

Lair and Lair Actions

A Lich’s Lair

 

Battor's Lair is a large abandoned spire within Necrotis, it is filled with cunning and devious traps to stray off trespassers, and wicked undead abominations wander the lower levels, jumping out of the darkness to kill any adventurers who dare walk the halls of their master.

A lich encountered in its lair has a challenge rating of 23 

Lair Actions

On initiative count 20 (losing initiative ties), Battor can take a lair action to cause one of the following magical effects; Battor can’t use the same effect two rounds in a row:

  • Battor 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.
  • Battor targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Battor to the target. Whenever Battor takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Battor 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 Battor or the target is no longer in Battor's lair.
  • Battor calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that he 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.

Monster Tags: NPCundead

BraedenTheMythos

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