Medium Undead, Neutral Evil
Armor Class 17 Plate
Hit Points 150 (20d10 + 30)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
20 (+5)
CHA
30 (+10)
Saving Throws INT +12, WIS +12, CHA +17
Skills Arcana +15, Deception +30, History +15, Insight +15, Perception +30, Persuasion +30
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 30
Languages All all languages, Common plus up to five other languages
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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.

Actions

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.

Legendary Actions

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.
Morganisgreat

Comments

Posts Quoted:
Reply
Clear All Quotes