Legendary Resistance (3/Day). If Annatar fails a saving throw, it can choose to succeed instead.
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, [rollable]+12). The lich 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, disguise self
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, legend lore
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): inger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. Annatar has advantage on saving throws against any effect that turns undead.
One Ring. When Annatar has the One ring, a destroyed Annatar 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 ring, or Annatar posseses a creature wearing the ring. For Annatar to die the ring needs to be cast into the fires of which it came.
Paralyzing Touch. Melee Spell Attack: [rollable]1d20+12;{ to hit, reach 5 ft., one creature. Hit: 10 [rollable](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.
The lich 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. The lich regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Frightening Gaze (Costs 1 Actions). The lich fixes its gaze on 1-10 creatures it can see within 10 feet of it. The targest must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened targets 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 Saruon's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich 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
Mordor
Annatar is extra powerful when in Mordor
Annatar encountered in mordor has a challenge rating of 25 (75,000 XP).
Mordor/lair Actions
On initiative count 20 (losing initiative ties), Annatar 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:
- Annatar 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.
- Annatar 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, Annatar 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 Mordor.
- Annatar 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.
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