Cyborg-Lich Features
Integrated Magic Items. Acererak wields several modified magic items integrated into his form:
- Lightning Launcher (Weapon, Rare). Built into his chest, this device allows Acererak to fire bolts of electrical energy.
- Repulsion Shield (Shield, Rare). Attached to his left arm, this shield increases his AC and allows him to repel enemies.
- The Exiled Cloak (Legendary). Built into his shoulders, this cloak increases his spell attack and spell DC by 2.
- Amulet of Health (Rare). Embedded in his torso, setting his Constitution to 24.
- Staff of Power (Very Rare). Modified into a retractable arm, capable of both melee attacks and spellcasting.
Powered Armor. Acererak’s metal body grants him an additional +1 to AC, advantage on saving throws against spells.
Spider Form. Acererak also wields 4 retractable arms that narrow into points as part of his exoskeleton and are designed to latch onto walls. They give him a climbing speed of 40 ft.
Spellcasting
Acererak is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): fire bolt, mending, ray of frost, shocking grasp
1st level (4 slots): detect magic, shield, magic missile, thunderwave
2nd level (3 slots): blur, heat metal, mirror image, web
3rd level (3 slots): counterspell, dispel magic, lightning bolt
4th level (3 slots): blight, fabricate, greater invisibility
5th level (2 slots): cloudkill, wall of force
6th level (2 slot): chain lightning, disintegrate
7th level (1 slot): prismatic spray, finger of death
Multiattack. Acererak makes two Integrated Weapon attacks.
Lightning Launcher. Ranged Weapon Attack: +10 to hit, range 90 ft., one target. Hit: 21 (4d8 + 3) lightning damage. If the target is wearing metal armor, it must succeed on a DC 21 Strength saving throw or be pushed 10 feet away.
Staff Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) force damage plus 9 (2d8) necrotic damage.
Summon Minions (Recharge 6). Acererak summons a wave of constructs or undead:
- 3d6 Clockwork Soldiers
- 2d6 Wights
Body Rotation. Acererak can rotate his body 180 degrees to face an attacker without using up any movement speed. His torso and head convulse in on themselves as his body reforms facing the other way.
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 his turn.
Arcane Strike. Acererak casts a cantrip or makes a Lightning Launcher attack.
Repulsion Field (Costs 2 Actions). Acererak activates his Repulsion Shield. Each creature within 10 feet must make a DC 21 Strength saving throw or be pushed 15 feet away.
Soul Drain (Costs 3 Actions). Acererak targets a creature within 60 feet. The target must succeed on a DC 21 Constitution saving throw or take 54 (12d8) necrotic damage. Acererak regains hit points equal to half the damage dealt.
Description
Standing before you is a grotesque fusion of magic, machinery, and undeath—Acererak, the Armoured Lich. His once-flesh body has been entirely replaced by a gleaming, skeletal frame of dark steel and arcane alloys, etched with glowing runes of power. Every joint hums faintly with energy, and his hollow eye sockets burn with twin orbs of crimson light, radiating malice and intellect.
A lattice of cables and conduits courses through his form, pulsating with raw magical energy. His chest houses an exposed arcane core, a swirling nexus of blue and violet light that powers his unnatural existence. The faint crackle of electricity emanates from him, accompanied by the low, mechanical whirring of his internal systems.
Weapons are integrated seamlessly into his body, making him a walking arsenal. His right arm ends in a retractable Staff of Power, the crystalline head sparking with energy and ready to unleash devastating spells. From his chest, a concealed Lightning Launcher occasionally fires stray sparks, a deadly reminder of its destructive potential. On his left arm, a Repulsion Shield gleams with unnatural sharpness, crackling with force energy that could repel even the strongest of warriors.
Acererak’s voice is a chilling blend of metallic resonance and ancient malice, echoing with the wisdom of countless centuries and the arrogance of a being who has transcended mortality. His laugh is grating and sharp, as though grinding steel on stone, and his every movement exudes a calculated precision, the fluidity of undeath perfectly synchronized with the efficiency of machinery.
Acererak is no mere lich. He is the ultimate convergence of technology and arcana, a deathless artificer who has perfected his form. His very existence is a monument to his genius—and a warning to those who dare to challenge him.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Acererak can use one of the following lair actions:
Overload Circuitry. Constructs in the lair explode with magical energy. Each creature within 10 feet of a construct must succeed on a DC 21 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save or half as much on a success.
Reconstruction. Acererak restores 40 hit points to himself or a construct within 60 feet.
Arcane Barrage. Acererak causes a magical device to fire beams of force at up to three creatures. Each target must make a DC 21 Dexterity saving throw, taking 24 (7d6) force damage on a failed save, or half as much on a success.
Previous Versions
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