Medium Undead, Lawful Evil
Armor Class 23 Natural armor
Hit Points 555 (70d8 + 240)
Speed
STR
12 (+1)
DEX
16 (+3)
CON
26 (+8)
INT
30 (+10)
WIS
30 (+10)
CHA
28 (+9)
Saving Throws CON +17, INT +19, WIS +19
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 300 ft, Truesight 120 ft, Passive Perception 29
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Equipment. Ainz carries the Guildmaster’s Staff. While holding the staff, he can expend charges to cast a spell from his Spellcasting ability without expending its use. Additionally, other undead creatures can gain 20 temporary hit points. An undead can only benefit from this effect once every 24 hours.

Legendary Resistance (7/Day). If Ainz fails a saving throw, he can choose to succeed instead. Limited Magic Immunity. Unless he wishes to be affected, Ainz is immune to spells of 6th level or lower. He also has advantage on saving throws against all other spells and magical effects. This ability persists until Ainz expends his last use of Legendary Resistance.

Spellcasting. As a 20th level spellcaster, Ainz casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 27, +19 to hit with spell attacks):

At will: message, acid splash, toll the dead, fire bolt, friends magic missile, ray of sickness, shield, arcane lock, knock, dragon’s breath, melf’s acid arrow, animate dead, dispel magic, fireball, fly, lightning bolt.

1/day each: blight, greater invisibility, ice storm, phantasmal killer, storm sphere cloudkill, conjure elemental, flame strike, hold monster, immolation, wall of force, chain lightning, circle of death, create undead, disintegrate, finger of death, plane shift, teleport, Mordenkainen’s Magnificent Mansion, dominate monster, mind blank, power word kill, time stop, meteor swarm

Superior Mind. Ainz can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.

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

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 24 (3d6 + 12) cold damage, and the target must succeed on a DC 27 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. Staff.

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage plus 12 (3d6) necrotic damage, or 8 (1d8 + 3) bludgeoning damage plus 12 (3d6) necrotic damage when used with two hands.

Legendary Actions

Ainz can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Ainz regains spent legendary actions at the start of his turn.

At-Will Spell. Ainz casts one of his at-will spells.

Melee Attack. Ainz uses Paralyzing Touch or makes one melee attack with his staff.

Maximize Magic (2 Actions). Ainz empowers the next at-will spell he casts, gaining advantage on the spell’s attack roll, causing creatures to have disadvantage on their saving throws against the spell, and treating its damage dice as having rolled their maximum values. This ability persists until the spell’s effects end.

Fallen Down (3 Actions). Ainz decimates a 60-foot-radius, 500-foot-high area centered around him. Each creature and object in the area must make a DC 27 Constitution saving throw, taking 31 (7d8) radiant damage and 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Summon Servant (3 Actions). Ainz summons a CR 10 or lower elemental, fiend, or undead up to 15 feet away at a location he can see. The servant rolls its own initiative, lacks legendary actions, and fights for Ainz until it is slain. Ainz can have up to 3 servants summoned in this way active at any time. The servants are unsummoned if Ainz falls to 0 hit points, or after 24 hours.

Description

With nicknames as impressive as “supreme being” and “the Mage King”, Ainz is the strongest known non-god being that exists.

Cold and calculating. Ainz frequently tests the limits of his powers with little respect for the people around him. Creatures who do not praise him are merely lesser beings to be manipulated. His undying body and limitless magical talent have allowed Ainz to develop plans for nearly any situation that arises.

Friend to the Faithful. The Mage King’s closest followers are like family to him; treating them with fairness and compassion. Dutiful servants are rewarded with Ainz’s compassion and generosity; receiving powerful magical items from his vast collection of which to protect themselves.

Nothing Without Reason. Everything Ainz does holds the purpose of advancing his dominion on all things. Many expeditions are for knowledge on local inhabitants, magic, and resources available in every region.

Hidden Lair. Ainz’s lair is a tomb hidden deep under a harmless forest. Its elaborately designed entrance is protected with runic wards and earth molding magic to have it blend in with the local terrain. The tomb itself is composed of ten floors, with a powerful minion guarding each.

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