Special Equipment. Ainz carries the Guildmaster's Staff. While holding the staff, he can expend 1 + spell level charges to cast a spell that he has prepared without expending a spell slot. Additionally, every undead creature he chooses that he can see gains 20 temporary hit points. An undead can only benefit from this effect once every 24 hours.
Legendary Resistance (7/Day). If Ainz fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Ainz is immune to spells of 6th level or lower. He also has advantage on saving throws against all other spells and magical effects. This ability persists until Ainz expends his last use of Legendary Resistance.
Spellcasting. Ainz is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Ainz has the following spells prepared:
Cantrips (at will): message, acid splash, toll the dead, fire bolt, friends
1st level (at will): magic missile, ray of sickness, shield,
2nd level (at will): arcane lock, knock, dragon's breath, melf's acid arrow
3rd level (at will): animate dead, dispel magic, fireball, fly, lightning bolt, tongues
4th level (4 slots): blight, greater invisibility, ice storm, phantasmal killer, storm sphere
5th level (4 slots): cloudkill, conjure elemental, flame strike, hold monster, Immolation, wall of force
6th level (4 slot): chain lightning, circle of death, create undead, disintegrate
7th level (4 slot): finger of death, plane shift, teleport, [Tooltip Not Found]
8th level (3 slot): dominate monster, mind blank
9th level (3 slot): power word kill, time stop, meteor swarm
Superior Mind. Ainz can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.
Turn Resistance. Ainz 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 + 12) cold damage. The target must succeed on a DC 27 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.
Staff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage plus 12 (3d6) necrotic damage or 8(1d8 + 3) bludgeoning damage plus 12 (3d6) necrotic damage when used with two hands.
Ainz can take 5 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. Ainz regains spent legendary actions at the start of its turn.
At-Will Spell. Ainz casts one of his at-will spells
Melee Attach. Ainz uses Paralyzing touch or makes one melee attack with his staff.
Maximize Magic (Costs 2 Actions). Ainz empowers the next 5th level or lower spell he casts, gaining advantage on any attack rolls, causing creatures to have disadvantage on any saving throws and treating any damage dice as having rolled their maximum values. This effect persists until the spell ends.
Fallen Down (Costs 3 Actions). Ainz decimates a 60 ft. radius, 500 ft. high area centered around him. Each creature and object in the area must make a DC 27 Constitution saving throw, taking 31(7d8) radiant damage and 31 (7d8) fire damage on a failed save, or half as much on a successful one.
Summon Servant (Costs 3 Actions). Ainz summons a CR 10 or lower elemental, fiend, or undead up to 15 feet away at a location he can see. The servant rolls its own initiative, lacks legendary actions, and fights for Ainz until it is slain. Ainz can have up to 3 servents summoned in this wat active at any time. The servants are unsummoned if Ainz falls to 0 hitpoints, or after 24 hours.
Description
Regarded as a supreme being, the Mage King, Ainz is the strongest known non-god being that exists.
Cold and Calculating. Ainz frequently tests the limits of his powers with little respect for the people around him. Creatures that do not possess absolute praise and acknowledgement for him are merely puppets to be toyed with. His undying body and limitless magical talent have allowed Ainz to develop plans for nearly any situation that arises.
Friend to the Faithfull. The Mage King's closest followers are like family to him, treating them with fairness and compassion. Many who praise Ainz and follow his rule are met with similar gratitude. Dutiful followers are rewarded with Ainz's compassion and generosity, often receiving powerful magical items to protect themselves.
Nothing Without Reason. Everything Ainz does expresses the purpose of advancing his dominion over all things. Many of his expeditions are for knowledge such as information on local inhabitants, magic and items that can be found in every region.
Hidden Lair. Ainz's lair is a tomb hidden deep in an ancient forest. Its exact location is protected with runic wards and earth molding magic to have it blend in with the local terrain. The tomb itself is composed of 10 floors, with a powerful minion guarding each.
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