Legendary Resistance (5). If the lich fails a saving throw, it can choose to succeed instead.
Legendary Reaction (2). Aumvor may take two reactions per round
High Arcana. Aumvor is an infamous Netherese archmage. Although Mystra's strictures on the Weave prevent the use of Epic Magic, his mastery of the arcane allows him to push his magic to its limits. Aumvor's Dampened Longevity, High Counter, Aumvor's Soul Shatter and Sculpted Explosion are magics that cannot be countered by normal means.
Aumvor's fragmented phylactery If destroyed, Aumvor reforms in 1d10 days if it has a any of his 206 phylactery's available, reviving with all its Hit Points. The new body appears in an unoccupied space within 30 feet of the phylactery.
Crown of Horns: Aumvor wields the crown of horns, a item of pure evil created by Myrkul himself. Aumvor cannot be attacked by non-sentient undead of any kind. Sentient undead may make a DC 26 wisdom saving throw to overcome this. Aumvor is granted immunity to cold and non magical damage. Undead created by Aumvor gain an additional 5 HD. Aumvor is granted the ability to cast Hand of Myrkul once per week.
Tear of Ascore: Aumvor wields the Tear of Ascore, a gem containing the souls of every living creature that once occupied the dwarven port city of Ascore When active any enemies within 120 feet are under the hallow and fear spell. You gain +2 to spell attack and spell save DC. You can cast a random 9th level spell once per combat.
Alicorn Diadem of Sharrven: Aumvor wields the legendary diadem of Sharrven, made of Alicorn bone and said to be crafted by Sehanine the elven god of death. Grants plus 6 AC. 1 per day to heal 10d6+20. Wearing this diadem provides immunity to fear and any spell or ability that would teleport you against your will. You also gain immunity to the maze spell and fire.
Bonestaff of Sadebreth: Created by the ancient Netherese high priest Sadebreth this staff contains two of the spells that Sadebreth is most famous for, Sadebreth's control undead and Sadebreth's reincarnation. 20 charges. 5 charges
Jeweled Cage of Congenio: This small lantern was the single greatest invention by the Netherese archivist Cognio. The lantern acts as an iron flask however it may target any creature. The wielder of the jeweled cage can also safely view any moment or event from the past as though using legend lore.
Spellcasting. Aumvor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 26)
Multiattack. The lich makes three attacks, or use any combination of magic items.
Paralyzing Touch. Melee Attack Roll: +18, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich’s next turn.
Aumvor's Dampened Longevity . Each non-undead creature within 120 feet of Aumvor must make a DC 21 Constitution saving throw, taking (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Aumvor regains hit points equal to half the necrotic damage dealt.
Aumvor's Soul Shatter. Target creature must make a DC 26 Wisdom saving throw. On a success the target takes (10d6) force damage. On a fail the target takes (20d6) force damage and must make a DC 20 Charisma saving throw. On a failed throw the targets soul is separated from its body, being stored in one of Aumvors many soul jars. Aumvor gains control of the body
Hand of Myrkul: A single target must make a DC 26 constitution saving throw. On a failed save the target takes (80d8) on a successful save the target takes half damage.
Bone Staff of Sadebreth: Aumvor may use the bonestaff of Sadebreth.
- Sadebreth's Control Undead (5 Charges): Automatically gain control over all skeletons, zombies and ghouls in a 60 foot area. Mindless undead that are more powerful must make a wisdom saving throw DC(21) based on their controllers wisdom saving throw. More powerful undead that are not mindless must make a DC (18) wisdom saving throw to overcome this ability.
- Sadebreth's Reincarnation: This spell required the caster to touch at least some piece of the dead creature's body that was part of the creature at the time of death. The creatures soul can then be called into another body that is absent a soul or a golem/sialicrum. The reincarnated soul remembered most of its past life and retained the knowledge of skills and abilities, but the limitations of the new body could prevent the effective use of those skills. It was difficult to fire a bow without opposable thumbs or cast spells without hands for the somatic components, for example. On the other hand, the new body had all the physical capabilities of its kind.
Jeweled Cage of Congenio: A single target must make a DC26 Wisdom saving throw or be trapped inside the lantern.
Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation Animate Dead, Dimension Door, Plane Shift Danse Macabre
3/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying
High Counter. Aumvor manipulates a spell he can see being cast by a creature. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Aumvor makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. If the spell targets only Aumvor, he takes control of the spell and turns it back on its caster if the spell fails.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.
Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage.
Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can’t take this action again until the start of its next turn.
Frightening Gaze. The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can’t take this action again until the start of its next turn.
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Posted Mar 3, 2026Shouldn't their spell save DC be 27 from their INT, PFB, and the Tear of Ascore