Legendary Resistance (3/Day). Abbadon the Deceiver fails a saving throw, it can choose to succeed instead.
Blood Phylactery. Abbadon gains a new body as long as there are any members of their bloodline still alive still acting as its phylacteries. If Abbadon has 10 or more phylacteries, they take 1d10 days to reform; If Abbadon has 5 or more phylacteries, they take 1d10 weeks to reform; If Abbadon has fewer than 5 phylacteries, they take 1d10 months to reform. Abbadon's new body is made from the body of the phylactery most recent in the family tree.
Family Reunion. The presence of Abbadon’s living phylacteries strengthens them. For each conscious creature within a 10-foot radius of Abbadon that is one of their phylacteries, Abbadon gains +1 to their melee and spell attack rolls.
Unusual Nature. Abaddon doesn't require air, food, drink, or sleep. However, they do need a daily intake of souls to survive.
Inured to Undeath. Abbadon's hit point maximum cannot be reduced.
Grim Harvest. Abbadon has the ability to reap life energy from creatures they kill with spells. Once per turn when killing one or more creatures with a spell of 1st level or higher, Abbadon regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. This benefit isn't gained for killing constructs or undead.
Arcane Recovery. Abbadon has learned to regain some of their magical energy by studying their spell book. Once per day when they finish a short rest, they can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half Abbadon's caster level (rounded up), and none of the slots can be 6th level or higher.
Spell Mastery. Abbadon has achieved mastery over their spells to such a degree that they can cast some of them at will. They can cast spells that are 3rd level or below for free if cast at their lowest level. If Abbadon wants to cast spells at higher levels, they must expend a spell slot as normal.
Sorcery Points. Abbadon has 20 Sorcery Points. They can never have more sorcery points than 20. Abbadon regains all spent sorcery points after finishing a long rest until they hit 20 sorcery points.
Creating Spell Slots. Abbadon can transform un-expended sorcery points into one spell slot as a bonus action on their turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. Abbadon can create spell slots no higher in level than 6th. Any spell slot created with this feature vanishes after a long rest, For Abbadon this is doing any non-strenuous physical activity for more than 8 hours. (don't try to loophole this, I'm already giving a lich way stronger stuff)
Sorcerous Restoration. Abbadon regains 4 expended sorcery points whenever finishing a short rest.
Meta-magic. Abbadon has the ability to twist their spells to suit their needs.
- Extended Spell. When casting a spell that has a duration of 1 minute or longer, Abbadon can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Quickened Spell. When casting a spell that has a casting time of 1 action, Abbadon can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Subtle Spell. When casting a spell, Abbadon can spend 1 sorcery point to cast it without any somatic or verbal components.
- Transmuted Spell. When casting a spell that deals a type of damage from the following list, Abbadon can spend 1 sorcery point to change that damage type to one of the other listed types: force(can change from force but not into), acid, cold, fire, lightning, poison, thunder.
Spellcasting. Abbadon is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +13 to hit with spell attacks). Abbadon has all Spells available, spells slots usable are as follows:
2nd level (6 slots)
3rd level (6 slots)
4th level (6 slots)
5th level (6 slots)
6th level (4 slots)
7th level (4 Slots)
8th level (4 slots)
9th level (2 slots)
10th level (1 per decade, takes ritual cast of 1 week) [Wish]
War Caster. Abbadon has advantage on Constitution saving throws that are made to maintain concentration on a spell when taking damage.
Turn Resistance. Abbadon has advantage on saving throws against any effect that turns undead.
Undead Thralls. When casting Animate Undead, one additional corpse or pile of bones can be targeted, creating another zombie or skeleton, if there are enough bodies available. Whenever Abbadon creates an undead using a necromancy spell, it has additional benefits: The creature's hit point maximum is increased by 20. The creature adds +6 to its weapon damage rolls.
Strength of the Grave. When damage reduces Abbadon to 0 hit points, they can make a Charisma saving throw (DC 5 + the damage taken). On a success, Abbadon instead drops to 1 hit point. Abbadon can't use this feature if they are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, Abbadon can't use this feature again until you finish a long rest.
Paralyzing Touch. Melee Spell Attack: +12 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.
Shapechanger. As an action, Abbadon can change their appearance and their voice. They determine the specifics of the changes, including their coloration, hair length, and sex. Abbadon can also adjust their height and weight and can change their size between Medium and Small. Abbadon can make themself appear as a member of another race, though none of their game statistics change. Abbadon can’t duplicate the appearance of an individual they’ve never seen, and they must adopt a form that has the same basic arrangement of limbs that they have. Abbadon's clothing and equipment aren’t changed by this trait. Abbadon stays in the new form until they use an action to revert to their true form or until they die.
Command Undead. Abbadon can use magic to bring undead under their control, even those created by other wizards. As an action, Abbadon can choose one undead that they can see within 60 feet of them. That creature must make a Charisma saving throw against their spell save DC. If it succeeds, Abbadon can't use this feature on it again. If it fails, it becomes friendly to Abbadon and obeys their commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Blood Sacrifice. Abbadon targets a creature in their bloodline and drains their energy. The creature must succeed on a Constitution saving throw (DC 19) or take 3d10 necrotic damage. Abbadon is then healed for an amount of hit points equal to the damage inflicted and regains one use of a spell or a use of metamagic of Abbadon's choice.
Converting a Spell Slot to Sorcery Points. As a bonus action on Abbadon's turn, they can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Creating Spell Slots | |
---|---|
Spell Slot Level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th |
7 |
Hound of Ill Omen. As a bonus action, Abbadon can spend 3 sorcery points to summon a hound of ill omen to target one creature they can see within 120 feet of Abbadon. The hound uses the dire wolf's statistics, with the following changes: The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. It appears with a number of temporary hit points of 10. It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of Abbadon's choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Shadow Walk. Abbadon has the ability to step from one shadow into another. While in dim light or darkness, as a bonus action, Abbadon can teleport up to 60 feet to an unoccupied space they can see that is also in dim light or darkness. (Sorry this definitely needed a nerf.)
Umbral Form. Abbadon can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. Abbadon remains in this form for 1 minute. It ends early if Abbadon is incapacitated, they you die, or if they dismiss it as a bonus action.
War Caster. When a hostile creature's movement provokes an opportunity attack from Abbadon, they can use their reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Abaddon the Deceiver 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. Abbadon casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Abbadon uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Abbadon fixes their gaze on one creature they 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 Abaddon’s gaze for the next 24 hours. (For some extremely low level creatures, this may outright kill them dependent on DM's discretion.)
Family Influence (Costs 3 Actions). Abbadon empowers a member of their family within 30 feet of it. The creature gains a +2 to all its weapon attacks and spell attacks until the end of the creature’s next turn.
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
Abbadon’s Lair
On initiative count 20 (losing initiative ties), Abbadon the Deceiver 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:
- Abbadon 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.
- Abbadon 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, the lich 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 Abbadon’s lair.
- The ancestral lair itself enhances the family’s powers. All creatures in Abbadon's bloodline, including Abbadon Themself, gain +1 to their attacks and saving throws until initiative count 20 on the next round.
- The members of Abbadon’s bloodline are rallied to defend their leader. All creatures in Abbadon's bloodline, including Abbadon themself, can move up to their speed immediately without incurring attacks of opportunity.
- The raw sorcerous magic of Abbadon’s bloodline has seeped into the walls and floors of the lair, allowing Abbadon to manipulate all spells cast within. Abbadon can apply one of their uses of metamagic to any spell cast within the lair without expending any of the Abbadon’s limited uses of metamagic until initiative count 20 on the next round.
Previous Versions
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