Medium Undead, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +10, INT +12, 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 Common, Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Rejuvenation. If it has a phylactery, Athgma when slain gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Athgma is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Athgma 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): acid arrow, detect thoughts, invisibility, mirror image

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

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

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

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

9th level (1 slot): power word kill

Turn Resistance. Athgma 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: 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.

Sword of Ashes.Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.Hit: 20 (3d12) necrotic damage. This damage cannot be healed until the next long rest.

Bonus Actions

Corrupted Cast. As a bonus action, Athgma may use the unlife of the undead creatures within 60 ft. of her. for each level of the spell Athgma wishes to cast, Athgma will need to sacrifice 15 hp from any undead within range.

Legendary Actions

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

Cantrip. Athgma casts a cantrip.

Frightening Gaze (Costs 2 Actions). Athgma fixes its 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 Athgma’s gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Athgma 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

Athgma’s Lair

Athgma has made her lair in the ruins of the center of her former empire, called Athgmaholt. The entire castle is her phylactery, and to truly defeat her, the castle must be torn down in its entirety, and the runes broken by holy fire or radiant damage. While in her lair, Athgma has total control of the layout, and may change at any given moment.

Athgma encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), Athgma 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:

  • Athgma 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.
  • Athgma targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Athgma to the target. Whenever Athgma takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Athgma 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 Athgma or the target is no longer in Athgma’s lair.
  • Athgma calls forth the spirits of creatures that were sacrificed to her phylactery. These apparitions materialize and attack one creature that Athgma can see within 60 feet of it. 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. The apparitions then disappear.
  • Athgma can rearrange the layout of rooms in her lair as she sees fit, shuffling walls, pillars, and columns. If a player is in a room that is rearranged, they mus succeed on a DC 15 Dexterity saving throw. On a failed save, they will be prone until the start of their next turn.

Monster Tags: undeadhumanoid

CountVonHindenburg

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