Medium Undead (Wizard), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 354 (48d8 + 138)
Speed 30 ft.
STR
14 (+2)
DEX
11 (+0)
CON
18 (+4)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws CON +11, INT +13, WIS +11
Skills Arcana +20, History +20, Insight +11, Perception +11
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 21
Languages Abyssal, Common, Deep Speech, Elvish, Netherese, Thayan
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

High Arcana. Aumvor is an infamous Netherese archmage. Although Mystra's strictures on the Weave prevent the use of Epic Magic, his mastery of the arcane allows him to push his magic to its limits. Aumvor's Dampened Longevity, High Counter and Sculpted Explosion are magics that cannot be countered by normal means. 

Legendary Resistance (3/Day). If Aumvor fails a saving throw, he can choose to succeed instead.

The Undying. Aumvor has many phylacteries, he gains a new body in 1d100 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery nearest his previous demise.

Turn Resistance. Aumvor has advantage on saving throws against any effect that turns undead.

Unusual Nature. Aumvor doesn’t require air, food, drink, or sleep.

Actions

Multiattack. Aumvor uses Sculpted Explosion (if available) or Spellcasting. He then makes one Paralyzing Touch attack.

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (3d8) cold damage. The target must succeed on a DC 19 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.

Sculpted Explosion (Recharge 4-6). Aumvor unleashes a magical explosion of a particular damage type: cold, fire, lightning or thunder. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of Aumvor. Each creature in the area must make a DC 21 Dexterity saving throw. Aumvor can select up to three creatures it can see in the area to ignore the explosion, as he sculpts the magic around them. On a failed save, a creature takes 56 (8d8 + 20) damage of the chosen type and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Spellcasting. Aumvor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 21):

At will: chill touch, detect magic, dispel magic, fly, mage hand, prestidigitation

2/day each: dimension door, freedom of movement, danse macabre

1/day each: dominate monster, globe of invulnerability, plane shift (self only)

Reactions

Aumvor can take up to two reactions per round but only one per turn.

Debilitating Rebuke. In response to being hit by an attack, Aumvor shoots forth shadowy tendrils, dealing 10 (3d6) necrotic damage to the attacker, and Aumvor regains hit points equal to half the necrotic damage dealt.

High Counter. Aumvor manipulates a spell he can see being cast by a creature. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Aumvor makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. If the spell targets only Aumvor, he takes control of the spell and turns it back on its caster if the spell fails.

Legendary Actions

Aumvor can take 2 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. Aumvor regains spent legendary actions at the start of his turn.

Cantrip. Aumvor casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Aumvor uses his Paralyzing Touch.

Fear Aura (Costs 2 Actions). Any creature within a 60 foot radius of Aumvor that can see him must succeed on a DC 19 Wisdom saving throw 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 Aumvor's fear aura for the next 24 hours.

Aumvor's Dampened Longevity (Costs 2 Actions, Recharge 6). Each non-undead creature within 120 feet of Aumvor must make a DC 19 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Aumvor regains hit points equal to half the necrotic damage dealt.

Description

Aumvor the Undying was an ancient Netherese lich, infamous since Netheril's Age of Discovery for his unmatched mastery over necromancy. He was named "the Undying" because, instead of seeking lichdom, he lived for centuries by leeching the living energy of his "living zombie" servitors, many of them members of his own family.

Although Mystra placed limitations on mortal access to the magic of the Weave, Aumvor remains an archmage with mastery of high arcana. Several of his innate abilities are dampened forms of high arcana or epic magic.

LumenMistborne

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