Special Equipment. Ainz carries a ring of three wishes (can use this ring cast wish without downside), ring of proof against detection and location, ring of freedom of movement, ring of mind shielding, ring of ainz ooal gown( can teleport anywhere in the tomb of nazarick ), ring of awaken from afar (cast the spell awaken from afar), ring of spell storing, ring of spell turning
Staff of Ainz Ooal Gown. he staff has 11 charges, and any of its properties that require a saving throw have a save DC of 22. While holding it, Ainz spells attack rolls can bypass all damage resistances, he can also use an action to cast create undead, blight, private sanctum, sanctuary or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge),fire storm(1 charge), finger of death (1 charge),earthquake ( 1 charge), sunburst(1 charge) or power word kill (2 charges), flame strike cast as 8th level(2 charge). The staff regains 2d4 + 3 charges daily at dawn.
The staff have an automatic engagement system. In combat, Ainz can initiate it to undergo automatic interception mode. After the staff obeyed his order, it will begin move as the same initiative as Ainz to attack his enemies. Sharing a mental bond with Ainz, the staff would automatically select the most appropriate spells to utilize and cast on his foes without requiring himself to perform the casting. This staff can read and understand Ainz's thoughts or way of thinking, knowing full well what he is asking for and does it accordingly without waiting for the user's command.
While holding the wand, Ainz can use an action to conjure one elemental whose cr is lower than his own. This elemental magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Ainz and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the staff is used, the property can't be used again until the next dawn.
Aura of Hate. Ainz, as well any fiends and undead within 30 feet of him gain a bonus to melee weapon damage rolls equal to his Charisma modifier
Necrotic touch. Ainz touch and attacks deals 6d8 necrotic damage (included in the attack). A creature also takes 6d8 necrotic damage from touching Ainz or from hitting him with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Ainz moves into its space.
Necrotic Absorption. Whenever Ainz is subjected to necrotic damage, he takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Legendary Resistance (3/Day). If Ainz fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Ainz can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.
Dark Wisdom: This skill allows Ainz to increase the number of spells and spell slots one can learn and prepare. By absorbing the essence from a magic caster's corpse Ainz gains all of magic caster's spells and the spells absorbed are automatically prepared for him permanently and he also permanently gain a spell slot which level is equal to the highest level spell the corpse have
Metamagic. Ainz has 30 sorcery points. he regains all its spent sorcery points when he finishes a long rest. It can spend its sorcery points on the following options:
- Distant Spell. When Ainz cast a spell that has a range of 5 feet or greater, he can spend 1 sorcery point to double the range of the spell. When Ainz cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
- Careful Spell. When the sorcerer casts a spell that forces other creatures to make a saving throw, the sorcerer can spend 1 sorcery point and choose up to three creatures. A chosen creature automatically succeeds on its saving throw against the spell.
- Empowered Spell. When the sorcerer rolls damage for a spell, it can spend 1 sorcery point to reroll a number of the damage dice up to its Charisma modifier (minimum of one). It must use the new rolls. The sorcerer can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell.
- Quickened Spell. When Ainz casts a spell that has a casting time of 1 action, he can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Twinned Spell. When Ainz cast a spell that targets only one creature and doesn't have a range of self, he can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level
- Subtle Spell. When Ainz cast a spell, he can spend 1 sorcery point to cast it without any somatic or verbal components.
Spellcasting. Ainz is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Ainz has the following wizard spells prepared:
- Cantrips (at will): message, acid splash, toll the dead, shocking gasp, friend
- 1st level (at will): magic missile, ray of sickness, shield, cause fear, charm person, absorb elements, detect magic, bless, false life
- 2nd level (at will): arcane lock, knock, dragon's breath, melf's acid arrow, aid, enhance ability
- 3rd level (at will): animate dead, dispel magic, fireball, fly, lightning bolt, tongues, counter spell. summon undead, haste, slow
- 4th level (12 slots): blight, greater invisibility, phantasmal killer, storm sphere, charm monster, private sanctum, summon greater demon
- 5th level (11 slots): conjure elemental, flame strike, hold monster, immolation, wall of force, raise dead, banishing smite, scrying, destructive wave
- 6th level (11 slots): chain lightning, circle of death, create undead, disintegrate, freezing sphere
- 7th level (9 slots): finger of death, plane shift, teleport, Mordenkainen's Magnificent Mansion, force cage, delayed blast fireball, fire storm
- 8th level (9 slots): dominate monster, mind blank, dark star, reality break, holy aura
- 9th level (9 slots): power word kill, time stop, meteor swarm, time ravage, gate, wish
Arcane Abeyance when Ainz cast a spell using a spell slot of 6th level or lower, he can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
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 immunity. Ainz is immune to effects that turn undead
Marshal Undead. Unless Ainz is incapacitated, undead creatures of his choice within 60 feet of him have advantage on saving throws against features that turn undead.
Unusual nature. Ainz doesn't require air, food, drink or sleep.
Critical hit immunity. Any critical hit against the Ainz becomes a normal hit.
Despair Aura. Ainz can expend a 1st to 5th level spell slot to applied on these effect depend on the spell level:
- 1st level Each creature of Ainz choice within 60 feet of the Ainz that can see him must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Ainz is within line of sight, ending the effect on itself on a success
- 2nd level. Each creature of Ainz choice within 60 feet of the Ainz that can see him must succeed on a DC 20 Wisdom saving throw or be affected by the effects of the spell fear for 1 minute
- 3rd level. Each creature of Ainz choice within 60 feet of the Ainz that can see him must succeed on a DC 20 Wisdom saving throw or become frighten and be affected by the effects of the spell confusion for 1 minute
- 4th level. Each creature of Ainz choice within 60 feet of the Ainz that can see him must succeed on a DC 20 Wisdom saving throw or be affected by the effects of the spell feeblemind for 1 minute and cause one indefinite madness effect
- 5th level. Each creature of Ainz choice within 60 feet of the Ainz that can see him must succeed on a DC 17 Wisdom saving throw or instantly drop to 0 hit points
Strength Drain. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) bludgeoning damage plus 27 (6d8) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage plus 27 (6d8) necrotic damage . The target must succeed on a DC 23 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.
Grasp Heart: Ainz grabs and crushes his opponent's heart, A creature within 30ft of Ainz must succeed on a DC 23 Constitution saving or get stunned until the end of their next turn if the opponent failed the save by 5 or more they instantly drop to 0 hit points and die.
True Death(recharge 5-6): Melee Spell Attack: +12 to hit, reach 5 ft., one creature Hit: 10 (3d6) bludgeoning damage plus 27 (6d8) necrotic damage. The target must succeed on a DC 20 Constitution saving throw on a fail that creature instantly drop to 0 hit points and die. The target can only be revive through the effects of the spells: resurrection, true resurrection and wish
Fallen Down (Recharge 5-6). Ainz decimates a 60 ft. radius, 300 ft. high area centered around him. Each creature and object in the area must make a DC 27 Constitution saving throw, taking 36(8d8) radiant damage and 36 (8d8) fire damage on a failed save, or half as much on a successful one, this attack deals double damage to undead creatures
Create High level Undead (4/day): Ainz can conjure undead creatures from CR 18 to 20. However, if he divides those up into only two uses per day he can conjure undead creatures above CR 20, These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Ainz and obey his commands until they are destroyed or until he dismisses them as an action
Create Middle level Undead (12/day): Ainz can conjure undead creatures from CR 10 to 17. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Ainz and obey his commands until they are destroyed or until he dismisses them as an action
Create Low level Undead (20/day): Ainz can conjure undead creatures between CR 0 to 9. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Ainz and obey his commands until they are destroyed or until he dismisses them as an action
Teleport Ainz magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Cry of the Banshee (Recharge 5-6). Ainz emits a bloodcurdling howl. Each creature within 60 feet of him that can hear the howl must succeed on a DC 20 Constitution saving throw or drop to 0 hit points and die. On a successful save, the creature is frightened until the end of its next turn.
The Goal of All Life is Death(1/4 days). Ainz strengthens the instant death effect of one of his spell or ability. when this ability is active ainz choice one of action or spell that cause target to drop to 0 hit points and die that action/spell will instantly drop the target to drop to 0 hit point and die with no saving throw or requirement
The lich 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.
Cast spell(2 actions). Ainz casts an at will spell.
Teleport Ainz magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Paralyzing Touch (Costs 2 Actions). Ainz uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Ainz fixes his 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 Ainzs gaze for the next 24 hours.
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.
Description
Comments