Medium Undead (Elf), Neutral Evil
Armor Class 20 Natural
Hit Points 240 (20d12 + 20)
Speed 50 ft.
STR
18 (+4)
DEX
21 (+5)
CON
18 (+4)
INT
21 (+5)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws STR +12, DEX +13, INT +13, WIS +13
Skills Acrobatics +11, Arcana +11, History +11, Perception +11, Stealth +11
Damage Resistances Acid, Cold, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Fire, Necrotic, Poison, Radiant
Senses Darkvision 60ft, Truesight 60ft, Passive Perception 21
Languages Abyssal, Celestial, Common, Godstongue
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Special Equipment - The Staff Of Spiders   The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack.

Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: Spider Climb (1 charge) or Web (2 charges)

The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed 

  • Fey Step - Once per short rest, you can cast the misty step spell.
  • Peerless Aim. Once per turn, when you miss an attack roll, you can hit instead.
  • Potent Cantrip when a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
  • Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 ft. to an unoccupied space you can see.
  • Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.
  • Acrobatic Movement- ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
  • Empowered Strikes- Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
  • Evasion - When subjected to an effect that allows you to make a Dex. saving throw to take only half damage, you instead take no damage if you succeed, and only half damage if you fail. You don’t benefit from this feature if you have the Incapacitated condition.
  • Monk’s Focus- 12/Day
  • Legendary Resistances 3/Day If Ogun fails a saving throw, it can choose to succeed instead.
  • Monstrous Transformation - Clouds of incense leak from Ogun's mouth (Spell: Cloud Kill 1 per day)

Spellcasting. [Ogun] is a 5th-level spellcaster, spellcasting ability is [INT] (spell save DC 19, +11 to hit with spell attacks). [Ogun] has following [Wizard] spells prepared:

  • Cantrips (at will): Chill Touch, Create Bonfire, Infestastion,  Ray of Frost,  Thunder Clap,  Toll The Dead, 
  • 1st level (Slots 4): Absorb Elements,  Ice Knife,  Ray of Sickness, Tasha's Hideous Laughter.. 
  • 2nd Level (Slots 3) Alter Self,  Darkness, Scorching Ray,  Shadow Blade, Spider Climb, Web. 
  • 3rd Level (Slots 3) Counter Spell,  Vampiric Touch,  Fire Ball.
  • 4th Level (Slots 3) Blight,  Avard's Black Tenticles, Summon Greater Demon
  • 5th Level (Slots 1) Synaptic Static
Actions
  • Radiant Sun Bolt- You gain a special ranged spell attack with a range of 30 ft. that uses your DEX modifier and deals radiant damage equal to your Martial Arts die. When you take the Attack action, you can spend 1 Focus point to make the special attack twice as a bonus action and you can use this attack as any of the attacks using the Extra Attack feature.
  • Searing Sunburst As an action, you hurl an orb at a point within 150 feet, where each creature that does not have total, opaque cover in that 20-ft.-radius sphere must succeed on a CON saving throw (DC 19) or take 2d6 radiant damage. You can increase the sphere’s damage by spending Focus points. Each point you spend, to a maximum of 3, increases the damage by 2d6
  • Stunning Strike Once per turn, when you hit with a Monk weapon or Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a DC 19 Con. saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against it has Advantage.

Multiattack- make two attacks in one action

  • Melee Attack - Spider Staff: +11 to hit, reach 5ft.,  (1d10 + 5) [Bludgeoning damage] & (1d6) [Poison Damage] per hit.
  • Unarmed Strike - +11 to hit, reach 5ft (1d10 +5) [Bludgeoning damage] 
  • Ranged Attack -  Dagger thrown +11 to hit, range 20/60 ft. (1d10 + 5) [piercing] damage (4xDaggers)
Bonus Actions
  • Unarmed Strike- +11 to hit, reach 5ft (1d10 +5) [Bludgeoning damage],  
  • Flurry of Blows (Heightened) You can expend 1 Focus Point to use Flurry of Blows and make 3 Unarmed Strikes
  • Merge with Shadows - While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.
  • Patient Defense  You can take the Disengage action as a Bonus action.
  • Focused Patient Defense. You can expend 1 Focus Point to take both the Disengage and Dodge actions as a Bonus Action.
  • Searing Arc Strike Immediately after you take the Attack action on your turn, you can spend 2 Focus points to cast the burning hands spell as a bonus action. You can spend additional Focus points to increase the spell's level (1 Focus = 1 spell level) up to a max of 6.
  • Radiant Sun Bolt 1 Focus point to make the special attack twice as a bonus action and you can use this attack as any of the attacks using the Extra Attack feature.
  • Step of the Wind You can take the Dash action as a Bonus action.
  • Focused Step of the Wind. You can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

 

Reactions
  • Deflect Attack When an attack roll that includes Bludgeoning, Piercing, or Slashing damage hits you, you can reduce the attack’s total damage by 1d10+17
  • Deflect Attack: Redirect Attack If you reduce the damage to 0 via Deflect Attacks, you can expend 1 Focus Point to redirect some of the attack’s force. If you do, choose a creature you can see within 5 ft. of you if it was melee, or a creature you can see within 60 ft. that isn’t behind Total Cover if the attack was ranged. The creature must succeed on a DC 19 Dex. saving throw or take 2d10+5 damage of the same type dealt by the attack.
  • Slow Fall When you fall, you can reduce any falling damage by 60.

Spells:  Absorb Elements(1st) Counterspell(3rd)

Legendary Actions

3 Legendary Actions per round

  • Movement (1 action). 
  • Melee Attack (1 Action)
  • Cantrip (2 Action)
  • Flurry of Blows (2 Actions)
  • Searing Sunburst (2 Actions)
  • Step of The Wind  (2 Actions)
  • Frightening Gaze (Costs 2 Actions). The lich 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 the lich’s gaze for the next 24 hours.

 

Description

The Ancient Dark Lord Alazurich Ogun  was originally a monk in mortal life, but after becoming fond of ancient forbidden text Ogun started to develop some dark wizard skills, and going mad with  arcane power. after an act of great evil in the name of Saskia the God Of Wrath and chaos, the dark powers ripped him and the isles he lives on into a demi plane of his own now known as the shady acres. 1000s of years have passed since, Ogun eventually turning himself into a Lich, and still he awaits those champions worthy of taking his place so he can acsend into godhood and join the rest of the pantheon.

Alazurich Ogun Shares Both Monk, and Wizard Charactaristics, and Abilities.

 

Lair and Lair Actions

The Temple Of Ogun: 

Everything about Alazurich Ogun a.k.a the Scirchedl Lich's lair reflects his twisted mind and wicked cunning, including the magic, mundane traps, mind bending cosmic horrors that secure it. Undead,cConstructs, bound demons, and Unspeakable horrorslurk in shadowy recesses, emerging to destroy those who dare to disturb Alazurich Ogun, The Scirched Lich of Saskia the god of destruction and chao's work.

A mighty black and golden temple cut into the top of the Ogun mountains the highest peak of tf the Island continent.of Shady Achres  mountain filled with horrors ,undead, beasts, and that what cannot be explained in mortal tounge.

Akazurlich Ogun The Scorched Lich of Saskia once encountered in his lair has a challenge rating of 25.

Lair Action

On initiative count 20 (losing initiative ties), Alazurich Ogun The Scirched Luch can take a lair action to cause one of the following magical effects; Ala,urich Ogun can’t use the same effect two rounds in a row:

  • Ogun in his lair can rolla 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.
  • Ogun 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 the lich’s lair.
  • Ogun calls forth the spirits of creatures that died in his lair, past champions that dared to face him and failed, corrupted and twisted to Ogun's will as an eternal torment for daring to face his might. These apparitions materialize and attack one creature that Ogun 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.

 

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Monster Tags: undeadhumanoidAny

Habitat: CoastalGrasslandHillMountain

benjipellatt86

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