Medium Undead, Neutral Evil
Armor Class 21 (natural armor)
Hit Points 390 (30d8 + 150)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
20 (+5)
INT
27 (+8)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws CON +13, INT +16, WIS +13
Skills Arcana +22, History +22, Insight +12, Perception +12
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 22
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Rejuvenation. If it has a phylactery, a destroyed lich 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. Acererak is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Acererak has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, mending, shocking grasp

1st level (at will): absorb elements, comprehend languages, shield, detect magic, ray of sickness

2nd level (at will): knock, detect thoughts, misty step

3rd level (at will): animate dead, counterspell, dispel magic, fireball, fly, speak with dead

4th level (3 slots): banishment, greater invisibility

5th level (2 slots, 3 max): cone of cold, telekinesis

6th level (3 slot): disintegrate, chain lightning

7th level (3 slot): finger of death, plane shift, delayed blast fireball, teleport

8th level (1 slot, 2 max): dominate monster, mind blank

9th level (2 slot): time stop, wish

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

Insuperable Magic. Spellcasting ability checks made as part of attempts to negate Acererak’s magic (as with counterspell) are resolved against Acererak’s spell save DC.

Superior Health. Acererak has the maximum number of hit points for his Hit Dice.

Actions

Paralyzing Touch. Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 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 (+3 Quarterstaff). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 8 (3d8+4)

Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. Greater Restoration, Remove Curse, or similar magic ends the curse on the target.

Reactions

Reaction: Spell Reflection. If Acererak makes a successful saving throw against a spell, or a spell attack misses, he can choose another creature (including the spellcaster) he can see within 30 feet of him. The spell targets the chosen creature instead of Acererak. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack is rerolled against the chosen creature.

 

Legendary Actions

Acererak can take 3 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. Acererak regains spent legendary actions at the start of its turn.

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

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

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 20 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.

Talisman of the Sphere (Costs 2 Actions). Acererak uses his Talisman of the Sphere to move the Sphere of Annihilation under his control up to 90 feet.

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 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Acererak is an archlich who travels between worlds and is known to take sick pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons where they suffer horrible deaths. One such dungeon lies under the lost city of Omu. This dungeon is called the Tomb of the Nine Gods, for Acererak slew nine false gods and sealed them within it. More recently, he built a necromantic device called the Soulmonger, then hid it in the heart of the tomb.

Acererak's Traits.

Ideal. "Why be a god when I can be a creator of gods?"

Bond. "I build dungeons to trap and slay powerful adventurers. Their deaths and souls are my nourishment."

Flaw. "I underestimate the resolve of my enemies."

Lair and Lair Actions

A Lich’s Lair

A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.

Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.

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

Lair Actions

On initiative count 20 (losing initiative ties), the lich 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:

  • The lich 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.
  • The lich 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.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich 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.
Jarvis64

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