Medium Undead (Wizard), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 221 (22d10 + 100)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
24 (+7)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +11, CON +10, INT +14, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9
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 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Rejuvenation. If she has a phylactery, Cabrixia, when destroyed, gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Cabrixia is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Cabrixia 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): hold person, detect thoughts, invisibility, misty step

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

4th level (3 slots): blight, dimension door, ice storm

5th level (3 slots): cloudkill, hold monster, dominate person

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

7th level (2 slots): finger of death, plane shift. teleport

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

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

Turn Resistance. Cabrixia 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 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.

Drain Souls (recharge 5-6). If within a quarter of a mile of the Omen Engine, Cabrixia can call on its power to drain the life force from nearby living creatures. All living creatures within 60ft of Cabrixia must make a DC 20 Constitution saving throw taking 8d6 necrotic damage on a failed save. Cabrixia then regains hit points equal to the damage dealt. If this heals her to maximum hit points she gains half the remainder as temporary hit points. If this damage reduces a creature to 0 hit points they die and their soul is stored within the Omen Engine.

Legendary Actions

Cabrixia 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. Cabrixia regains spent legendary actions at the start of its turn.

Cantrip. Cabrixia casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Cabrixia uses her Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Cabrixia fixes her gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 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 for it, the target is immune to the lich’s gaze for the next 24 hours.

Signature Spell (Costs 3 Actions).  Cabrixia can cast one of her signature spells at their lowest respective spell level: animate dead, blight,  fireball, ice storm

Description

Cabrixia, once an apprentice of the mighty Karsus, saw the fall of Netheril to her master's folly. Though she survived the destruction of her home, she was abruptly and brutally reminded of her own mortality. Suddenly, fearing for her life and magic she when on a long journey in search of immortality. After much searching, she ascended to lichdom many centuries ago. 

Lichdom was not enough to satisfy the Omen, however, and sought to succeed where Karsus had failed. However, Mystra's Ban now prevented the casting of epic magic. Cabrixia believed, however, that there was a way around this and sought to create her own ritual of ascension, a spell she would call Cabrixia's Unearthly Ascension. 

This project would lead her to the abandoned tower, Jergal's Rise, on the northwest coast of Faerûn, where Jergal was rumoured to have given up his place among the Gods in favour the Dead Three. Here, she created the Omen Engine and its accompanying Dark Band, a magical device of immense power that would convert the souls of the dead to pure magical energy. She spent the following centuries filling the Omen engine, and eventually sought to complete her ascension ritual. 

Cabrixia's naivete would be her downfall, however, just as arrogance was the downfall of her master. Mystra's Ban interceded and caused the ritual to fail, leaving Cabrixia shackled to the Omen engine forevermore, unable to leave the prison at the bottom of the tower. 

An unexpected side effect of the failed ritual was the linking of Cabrixia's own power to the Omen Engine, allowing the wearer of the Dark Band to channel her magic through it, wielding powers beyond mortal comprehension though at great cost.

Now, with a mortal wearing her band, she plots the completion of her ritual through her pawn...

Lair and Lair Actions

Cabrixia's Lair

Cabrixia's lair is a tower that contains an object named the Omen Engine. The Omen Engine a remnant of a failed attempt at casting epic magic, is a reservoir and font of magical energy powered by the souls of the dead. So long as Cabrixia is in her lair the souls stored within are bent to her will and emerge to defend their slaver.

Lair Actions

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

  • Cabrixia 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.
  • Cabrixia targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers her to the target. Whenever she takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Cabrixia 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 Cabrixia or the target is no longer in the her lair.
  • Cabrixia calls forth the souls of the dead stored within the Omen Engine. These souls emerge and swarm a creature Cabrixia can see within 60 feet of her. 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. If the target failed its saving throw Cabrixia regains hit points equal to the amount of damage dealt. If this would bring her to her maximum hit points she gains temporary hit points equal to the half of the remainder.

Previous Versions

Name Date Modified Views Adds Version Actions
10/31/2023 4:48:10 AM
10
0
--
Coming Soon
Sixpaul

Comments

Posts Quoted:
Reply
Clear All Quotes