Medium Undead, Neutral Evil
AC 30 (magic armor)    Initiative +4 (14)
HP 1150 (100d12 + 550)
Speed 30 ft.
Mod Save
STR 15 +2 +2
DEX 18 +4 +4
CON 22 +6 +14
Mod Save
INT 30 +10 +18
WIS 23 +6 +14
CHA 22 +6 +14
Skills Arcana +22, History +22, Insight +12, Perception +12, Religion +15
Resistances Cold, Lightning
Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 22
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
CR 25 (XP 75,000; PB +8)
Traits

Initiative. +9

Special Equipment. Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.

Legendary Resistance (5/Day). If Acererak fails a saving throw, he can choose to succeed instead.

Rejuvenation. Acererak’s body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak’s phylactery, the location of which is hidden.

Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +15 to hit with spell attacks). Acererak has the following wizard spells prepared:

Cantrips (at will): mage hand, ray of frost, shocking grasp

1st level (at will): ray of sickness, shield

2nd level (at will): arcane lock, knock

3rd level (at will): animate dead, counterspell, haste

4th level (3/day each): blight, ice storm, phantasmal killer, shadow of moil

5th level (3/day each): cloudkill, hold monster, wall of force, enervation, negative energy flood, dominate person

6th level (2/day each): chain lightning, circle of death, disintegrate, gravity fissure, summon fiend

7th level (2/day each slots): finger of death, plane shift, teleport, delayed blast fireball, fire storm

8th level (1 per day/each): maze, mind blank, reality break, dark star, abi-dalzim's horrid wilting

9th level (1 per day/each): power word kill, time stop, storm of vengeance, ravenous void

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

Actions

Blackrazor: Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (2d6 + 11) slashing damage and 19 (3d6 + 10) Necrotic Damage.

Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 20 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: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands.

Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can’t regain hit points and has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.

Bonus Actions

Your Soul is Mine: Can consume a soul from the soulmonger for 4d10 hit points (as long as the soulmonger is still active.)

War Magic: As a bonus action make a melee attack if a spell was cast as an action.

Talisman of the Sphere: Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet.

Reactions

Dread Counterspell. Acererak utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 5th level or higher, he makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 6 (2d6) psychic damage if the spell fails.

Fell Rebuke. In response to being hit by an attack, he utters a fell word, dealing  12 (4d6) necrotic damage to the attacker.

War CasterYou have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

Legendary Actions

Acererak can take 6 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. Acererak regains spent legendary actions at the start of his turn.

At-Will Spell. Acererak casts one of his at-will spells.

Melee Attack. Acererak uses Paralyzing Touch or makes one melee attack with his staff.

Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 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 on it, the target is immune to Acererak's gaze for the next 24 hours.

Talisman of the Sphere (Costs 2 Actions). Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet.

Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Devour Soul

Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter

While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.

Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.

Spell SniperPHB, pg. 170

When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll from a chosen spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from.

Grim HarvestPHB, pg. 118

Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

 

Lair and Lair Actions

Lair Actions

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

  • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich 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 the lich or the target is no longer in the lich’s lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich 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.

Monster Tags: NPCundead

Jaden12100

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