Legendary Resistance (3/Day). If Elemandias fails a saving throw, he can choose to succeed instead.
Undead Fortitude. If damage reduces Elemandias to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Elemandias drops to 1 hit point instead.
Spellcasting. Elemandias is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Elemandias can cast the spells fireball, lightning bolt, erupting earth, and tidal wave at will and has the following wizard spells prepared:
Cantrips (at will): mold earth, fire bolt, ray of frost, shocking grasp, thunderclap
1st level (4 slots): ice knife, earth tremor, burning hands, thunderwave
2nd level (3 slots): snilloc's snowball swarm, maximilian's earthen grasp, aganazzar's scorcher, shatter
3rd level (3 slots): wall of water, meld into stone, flame arrows, wind wall
4th level (3 slots): vitriolic sphere, fire shield
5th level (3 slots): wall of stone, control winds
6th level (2 slot): investiture of ice, investiture of flame, investiture of stone, investiture of wind
7th level (2 slot): delayed blast fireball, whirlwind
8th level (1 slot): tsunami, earthquake, incendiary cloud, control weather,
9th level (1 slot): prismatic wall
Turn Resistance. Elemandias has advantage on saving throws against any effect that turns undead.
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.
Elemandias 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. Elemandias regains spent legendary actions at the start of its turn.
Cantrip. Elemandias casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Elemandias uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Elemandias fixes its gaze on one creature it 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 Elemandias' gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Elemandias 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
A Lich’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. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.
Everything about Elemandias' lair reflects his destructive mind and chaotic personality, including the magic and mundane traps that secure it. Undead, constructs, and bound elementals lurk in shadowy recesses, emerging to destroy those who dare to disturb Elemandias' work.
Elemandias encountered in his lair has a challenge rating of 22 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Elemandias can take a lair action to cause one of the following magical effects; Elemandias can’t use the same effect two rounds in a row:
- Elemandias 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.
- Elemandias targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Elemandias to the target. Whenever Elemandias takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Elemandias 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 Elemandias or the target is no longer in his lair.
- Elemandias calls forth the elemental spirits that reside in his lair. These apparitions materialize and attack one creature that Elemandias can see within 60 feet of it. 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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