Tiny Undead, Neutral Evil
Armor Class 20 Natural armor
Hit Points 500 (50d4 + 50)
Speed 40 ft., (hover)
STR
4 (-3)
DEX
20 (+5)
CON
13 (+1)
INT
30 (+10)
WIS
21 (+5)
CHA
21 (+5)
Skills Arcana +17, History +17, Insight +12, Perception +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft, Passive Perception 22
Languages Abyssal, Common, Draconic, Elvish, Infernal, Primordial
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Rejuvenation. If he has a phylactery, Acererak gains a new body in 1d10 days if destroyed, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Acererak is an 20th-level spellcaster. his spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Acererak 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

  • 2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, 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

  • 6th level (1 slot): disintegrate, globe of invulnerability

  • 7th level (1 slot): finger of death, plane shift

  • 8th level (1 slot): dominate monster, power word stun

  • 9th level (1 slot): power word kill

Avoidance. If Acererak is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Legendary Resistance (3/Day). If Acererak fails a saving throw, he can choose to succeed instead.

Turn Immunity. Acererak is immune to effects that turn undead.

Regeneration. Acererak regains 10 hit points at the start of each of his turns. If Acererak takes radiant or force damage, this trait doesn’t function at the start of Acererak’s next turn. Acererak dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Howl (Recharge 5-6). Acererak emits a bloodcurdling howl. Each creature within 30 feet of Acererak that can hear the howl must succeed on a DC 20 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.

Life Drain. Acererak targets up to three creatures that he can see within 10 feet of him. Each target must succeed on a DC 20 Constitution saving throw or take 21 (6d6) necrotic damage, and Acererak regains hit points equal to the total damage dealt to all targets.

Legendary Actions

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

Flight. Acererak flies up to half its flying speed.

Cloud of Dust. Acererak magically swirls its dusty remains. Each creature within 10 feet of Acererak, including around a corner, must succeed on a DC 20 Constitution saving throw or be blinded until the end of Acererak’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of Acererak's next turn.

Energy Drain (Costs 2 Actions). Each creature with in 30 feet of Acererak must make a DC 20 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.

Vile Curse (Costs 3 Actions). Acererak targets one creature he can see within 30 feet of himself. The target must succeed on a DC 20 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

Description

IN A FAR REACH OF THE WORLD, under a grim, lonely hill, lies a crypt filled with terrible traps and ferocious guardians. Treasures fill the tomb, guarded by the lair’s keeper, the demilich Acererak. Having escaped death through lichdom, he houses his intelligence in a bejeweled skull and his soul in a hidden phylactery. Acererak quickly dispatches trespassers, relieving the victims of any magic trinkets or tomes they might have.

Dozens have tried to plumb the depths of Acererak’s tomb, usually with disastrous results. Over time, the so-called Tomb of Horrors has become a point of interest for necromancers because of Acererak’s renowned knowledge of necromancy. This interest gave rise to a city near the tomb called Skull City.

Acererak is a demilich. The inhabitants of Skull City are obsessed with the power of the dark arts, and they revere the demilich, whom they have named “The Devourer.” Idolatry of Acererak has inspired the construction of a massive academy over Acererak’s tomb. This school of magic and religion, named the Bleak Academy, harbors cultists who perform ceremonies to garner the attention and favor of Acererak. The inhabitants have left the tomb sacrosanct, though they allow groups of treasure-seeking adventurers to enter, regarding such allowances as offerings to the Devourer.

The leaders of the Bleak Academy fear that in spite of their attempts to commune with the demilich, they know only a glimmer of Acererak’s true motives. They wonder whether Acererak’s skull, which lies within the Tomb of Horrors, is Acererak’s true guise. Acererak’s skull, which dwells in the mithral vault of the Tomb of Horrors, is a construct created by the demilich. Acererak designed the

Monster Tags: undead

drdeatheer

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