Medium Undead, Neutral Evil
Armor Class 19 (natural armor, staff of power)
Hit Points 199 (23d8 + 96)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
18 (+4)
INT
24 (+7)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +11, INT +14, WIS +10
Skills Arcana +21, History +14, Insight +10, Perception +10, Religion +21
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 20
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Special Equipment. Aurangaul wears a ring of invisibility and a ring of mind shielding around his fingers, and carries a staff of power stolen from a drow archmage.

Ancient Mind. Aurangaul can read all writing.

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation. If Aurangaul is destroyed, he gains a new body after 1d10 if he has a phylactery, regaining all his hit points and becoming active again. The new body appears within 5 feet of Aurangaul's phylactery.

Innate Spellcasting (Psionics). Aurangaul's innate spellcasting ability is Intelligence (spell save DC 22). He can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day; dominate monster, plane shift (self only)

Spellcasting. Aurangaul is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +16 to hit with spell attacks). He can cast alter self and lightning bolt at will, and has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost (4d8 cold damage)

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): detect thoughts, Melf's acid arrow, mirror image, misty step

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball, remove curse

4th level (3 slots): blight, dimension door, phantasmal killer

5th level (3 slots): cloudkill, scrying, teleportation circle

6th level (2 slots): disintegrate, globe of invulnerability

7th level (2 slots): finger of death, forcecage

8th level (1 slot): feeblemind, power word stun

9th level (1 slot): power word kill, time stop

Magic Resistance. Aurangaul has advantage on saving throws against spells and other magical effects.

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

Actions

Paralyzing Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 19 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.

Tentacles. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 23 (3d10 + 7) psychic damage. If the target is Large or smaller, it is grappled (escape DC 16) and must succeed on a DC 22 Intelligence saving throw or be stunned until the grapple ends.

Extract Brain. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature incapacitated humanoid grappled by Aurangaul. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Aurangaul kils the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). Aurangaul magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 29 (5d8 + 7) psychic damage and be stunned for minute. A target can repeat the saving throw at the end of each of its, ending the effect on itself on a success.

Summon Arcanist (1/Day). Aurangaul summons a member of his closed circle of apprentices, a mind flayer arcanist (see the Mind Flayer variant in the Monster Manual) with 117 hit points, to an onoccupied space that Aurangaul can see within 60 feet of him. Aurangaul's apprentice acts as it normally would, obeying Aurangaul's telepathic and verbal commands.

Legendary Actions

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

Tentacles. Aurangaul makes an attack with his tentacles.

Extract Brain (Costs 2 Actions). Aurangaul uses Extract Brain.

Mind Blast (Costs 3 Actions). Aurangaul recharges his Mind Blast and uses it.

Cast Spell (Costs 1-3 Actions). Aurangaul uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so costs one legendary action per level of the spell.

Description

Aurangaul is an ancient mind flayer lich who destryed his colony, and then left the Material Plane to travel the Astral Sea and beyond. He is a mysterious figure, and not much is known about his background. Rumors say that Aurangaul arrived in a githyanki city during his travels, and used his spells to slaughter its entire population, turning them into his undead thralls.

Recently, Aurangaul manipulated a group of lost souls to think he was an Elder Evil, speaking to them through dreams. They call themselves the Cult of Eyes, and follow Aurangaul's every word. He is using them to gather fragments of and artifact known as the Amulet of Secrets. The amulet can be used as a key to reach the Voiceless Crypt, the burial place of a long dead.

His status as a powerful mind flayer wizard has led Aurangaul to gather a closed circle of illithids aspiring to become liches, serving as his loyal apprentices. After the very recent death of Tharcereli, the circle currently consists of five members. As the circle's master, Aurangaul has the magical ability to summon one of his apprentices, to either assist in a fight or perform some other important task. The members of Aurangaul's circle are all mind flayer arcanists with 117 hit points. While they're on the same plane of exsistence, all of the circle's members are considered to be within range of each other's telepathy.

Lair and Lair Actions

As an old lich, Aurangaul dwells in a previously abandoned archmage's laboratory in a small archipelago called the Whale Bones. The archmage's name was Loravaris, whose growing paranoia caused her to litter the place with magical traps and monsters to protect it. When he discovered it two hundred years ago, Aurangaul passed through these hindrances, and established a study and a vault there, remaining hidden from the rest of the world.

Aurangaul has the same regional effects and layer action as those presented in the lich statistics.

Monster Tags: NPCMind Flayerundead

Boxmeg

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