Medium Undead, Neutral Evil
Armor Class 16 Half Plate
Hit Points 330 (30d12 + 150)
Speed 30 ft., Swim 60 ft.
STR
11 (+0)
DEX
16 (+3)
CON
20 (+5)
INT
28 (+9)
WIS
20 (+5)
CHA
24 (+7)
Skills Arcana +24, History +24, Insight +13, Perception +13, Persuasion +15, Stealth +11
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120ft, Passive Perception 23
Languages Abyssal, Common, Deep Speech, Draconic, Elvish, Infernal
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

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

Rejuvenation. If Atrazar is destroyed, his soul returns to his phylactery within 1d10 days, regaining a new body within 5 feet of the phylactery.

Spellcasting. Atrazar is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Atrazar has the following wizard spells prepared:

Cantrips (at will): Chill Touch, Mage Hand, Minor Illusion, Prestidigitation
1st level (4 slots): Magic Missile, Shield, Mage Armor, Detect Magic
2nd level (3 slots): Mirror Image, Misty Step, Ray of Enfeeblement
3rd level (3 slots): Counterspell, Dispel Magic, Fireball
4th level (3 slots): Blight, Dimension Door, Phantasmal Killer
5th level (3 slots): Cloudkill, Wall of Force, Dominate Person
6th level (2 slots): Disintegrate, Globe of Invulnerability
7th level (2 slots): Finger of Death, Plane Shift
8th level (1 slot): Power Word Stun, Control Weather
9th level (1 slot): Power Word Kill, Wish

Epic Spells (1/day each, fueled by demi-lich souls):

  • Mythal Creation: Create a mythal to protect and enhance an area.
  • Soul Bind: Permanently trap a creature's soul, preventing resurrection.
  • Reality Rewrite: Alter reality in a localized area, similar to a wish spell but more permanent.
  • Epic Mage Armor: Grants the target a base AC of 20 + Dexterity modifier, resistance to non-magical bludgeoning, piercing, and slashing damage, spell resistance, environmental adaptation, and magic reflection.

 

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

Actions

Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 17 (3d6 + 8) cold damage. The target must succeed on a DC 21 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.

Frightening Gaze. Atrazar fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 21 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, with disadvantage if Atrazar is within line of sight, ending the effect on itself on a success.

Disrupt Life (Recharge 5–6). Each non-undead creature within 20 feet of Atrazar must make a DC 21 Constitution saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

 

  • Dark Bargain. Atrazar can use a bonus action to regain a spell slot of up to 5th level by sacrificing a portion of his own life force. He takes necrotic damage equal to twice the level of the spell slot regained.

  • Command Undead. Atrazar can use a bonus action to command an undead creature he controls within 60 feet to take an additional action immediately. This action can be used for movement, an attack, or a special ability that the undead creature has.

  • Grave Touch. Atrazar can use a bonus action to touch a creature within 5 feet of him, causing the target to take 10 (3d6) necrotic damage and be unable to regain hit points until the start of Atrazar's next turn.

  • Soul Drain. Atrazar can use a bonus action to target one creature within 30 feet that has been paralyzed or incapacitated by his magic. The target must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage, and Atrazar regains hit points equal to the damage dealt.

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Reactions

 

  • Arcane Shield (Recharge 5-6). When Atrazar is hit by an attack, he can create a magical shield to reduce the damage. The shield absorbs 20 damage from the attack. If this reduces the damage to 0, Atrazar takes no damage.

  • Spell Reflection. When Atrazar is targeted by a spell attack, he can use his reaction to reflect the spell back at the caster. The original caster must succeed on a DC 24 saving throw using their spellcasting ability modifier or be affected by their own spell.

  • Necrotic Vengeance. When a creature within 30 feet of Atrazar deals damage to him, he can use his reaction to cause that creature to take necrotic damage equal to half the damage dealt to Atrazar (rounded down).

  • Teleport (Recharge 4-6). When Atrazar is hit by an attack, he can use his reaction to teleport up to 60 feet to an unoccupied space he can see. This movement does not provoke opportunity attacks.

  • Paralyzing Glare. When a creature within 10 feet of Atrazar hits him with a melee attack, he can use his reaction to fix his gaze on the attacker. The attacker must succeed on a DC 21 Wisdom saving throw or be paralyzed until the end of Atrazar’s next turn.

 

 

Legendary Actions

Legendary Actions

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

  • Cantrip. Atrazar casts a cantrip.
  • Paralyzing Touch (Costs 2 Actions). Atrazar uses his Paralyzing Touch.
  • Frightening Gaze (Costs 2 Actions). Atrazar uses his Frightening Gaze.
  • Disrupt Life (Costs 3 Actions). Atrazar uses his Disrupt Life.

Description

Atrazar the Abyssal was once a powerful archmage who sought to transcend mortality and achieve ultimate power. Driven by an insatiable hunger for knowledge and control, he performed a forbidden ritual to become a lich. His transformation was unique; he chose to bind his phylactery to a massive, enchanted dome that he constructed beneath the waves, thus creating the underwater city of Murkwell Trench.

Atrazar's ambition didn't stop at his own immortality. Over the centuries, he hunted down and enslaved every other lich on the material plane, save for one minor lich who managed to elude his grasp. These liches were turned into demi-liches, their souls trapped and used to fuel Atrazar's epic level spells, enhancing his dominion and magical prowess.

The city of Murkwell Trench itself is a marvel of arcane engineering. Protected by the dome-phylactery, it houses not only Atrazar but also his enslaved demi-liches and a host of other aquatic creatures bound to his will. The dome also functions as a mythal, a legendary magical construct that augments the city's defenses and Atrazar's power.

Atrazar's rule is absolute, his thirst for power unending. He continues to delve into the darkest depths of magic, seeking to unlock secrets that even the gods fear. His ultimate goal is to achieve godhood, using the souls of his enslaved liches to ascend to a higher plane of existence.

Lair and Lair Actions

When fighting inside Murkwell Trench, Atrazar can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Atrazar can take one of the following lair actions; he can't use the same effect two rounds in a row:

  1. Phantasmal Tide. Atrazar conjures a wave of illusory water that sweeps through the lair. Each creature of his choice within 60 feet of him must succeed on a DC 21 Wisdom saving throw or be frightened until the end of its next turn. Frightened creatures are also pushed 20 feet away from Atrazar.

  2. Grasping Shadows. Dark shadows emerge from the floor and walls, attempting to grasp and restrain intruders. Each creature of Atrazar's choice within 30 feet must succeed on a DC 21 Dexterity saving throw or be restrained by shadowy tendrils. A restrained creature can use its action to make a DC 21 Strength check, freeing itself on a success.

  3. Necrotic Surge. Atrazar channels necrotic energy through the waters of his lair. Each undead creature of Atrazar’s choice within 60 feet regains 30 hit points. Additionally, each living creature within 60 feet must succeed on a DC 21 Constitution saving throw or take 21 (6d6) necrotic damage.

  4. Arcane Disruption. Magical energy pulses through the lair, disrupting spellcasting. Until initiative count 20 on the next round, whenever a creature other than Atrazar attempts to cast a spell, it must succeed on a DC 21 Intelligence saving throw or the spell fails and is wasted.

  5. Tidal Wave. Atrazar summons a powerful wave to crash through the lair. Each creature of his choice within 60 feet must make a DC 21 Strength saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.

  6. Binding Waters. Atrazar can cause the waters in his lair to become binding and sluggish. Each creature of his choice within 60 feet must succeed on a DC 21 Strength saving throw or have its speed reduced to 0 until the end of its next turn.

GarnathAleson

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