Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If Aekom 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. Aekom is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Aekom 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
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
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. Aekom has advantage on saving throws against any effect that turns undead.
Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage.
Wind Javelin. Aekom coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
Deathly Wind (recharge 5-6). Aekom concentrates his mastery over death and storms to suck someone's soul through the wind. Any living creature within a twenty foot radius of his choosing must make a DC 20 Constitution save or take 6d6 necrotic damage taking half as much on a successful save. On a failed save the creatures hit point maximum is reduced by half the damage taken as part of their soul is lost to the wind this hit point reduction lasts until the creature finishes a long rest.
Aekom 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. Aekom regains spent legendary actions at the start of its turn.
Gust. Aekom targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
Cantrip. Aekom casts a cantrip.
Thunderbolt (2 Actions). Aekom hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.
Deathly Wind (2 Actions). Aekom recharges and uses his Deathly Wind action.
One with the Storm (3 Actions). Aekom vanishes, dispersing into the storm surrounding its lair. Aekom can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, Aekom can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. Aekom can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.
Lair and Lair Actions
Aekom's Lair
Aekom's lair is a towering fortress in the cold darkness beneath the wastes of Xen’drik. Here he lies in wait practicing his arcane might and necromantic energies as his many tribes shower him with gifts of grandeur thinking him a god. He uses this wealth and other sacrifices to increase his control and expand his mighty undead army waiting for the time to free himself from his self imposed exile and to make all the world kneel.
Lair Actions
Aekom can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can’t use the same effect two rounds in a row:
- Aekom creates a screaming wind of death centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be frightened until the end of its next turn.
- Aekom creates a 20-foot-radius sphere of carrion clouds any living creatures caught in these clouds must make a DC 18 Constitution save taking 4d8 necrotic damage on a failed save or half as much on a successful one as the clouds starts causing their flesh to decay.
- Aekom creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing Aekom's lair is warped by the giant’s presence, which creates one or more of the following effects:
- High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.
- The very air smells of death as you get within 5 miles of the lair this smell rots any fresh meats or other foods that are not preserved.
- Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind regional effects end immediately. The smell of death abates gradually within 1d8 days.
Previous Versions
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9/22/2021 2:47:16 PM
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11/12/2021 10:54:56 PM
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