Medium Aberration (Human, Merfolk), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +10, INT +12, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Asenath fails a saving throw, They can choose to succeed instead.

Anybody Will Do. If Asenath is destroyed they gain a new body in 1d10 days, regaining all their hit points and become active again. The new body can be any humanoid of Earth that fails a Wis save (DC-20)

Spellcasting. Asenath  is an 18th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

Actions

Body Swap. Spell Attack: +12 to hit, reach line of sight., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Wisdom saving throw or be incapacitated During this time the player has no control over there action and Asenath chooses the players actions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Asenath 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. Asenath regains spent legendary actions at the start of its turn.

Cantrip. Asenath can casts a cantrip.

Body Swap (Costs 2 Actions). Asenath uses their Body Swap.

Frightening Gaze (Costs 2 Actions). Asenath fixes their gaze on one creature they can see within 10 feet of them. 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 Asenath gaze for the next 24 hours. 

Old Magik (Costs 3 Actions). Each non-Mytho's creature within a 20 feet radius of Asenath must make a DC 18 Constitution saving throw against this magic, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Innsmouth is my Home

Asenath will every now and then visit her family home in Innsmouth. Asenath encountered in Innsmouth has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), Asenath can take a lair action to cause One of the following magical effects; Asenath can’t use the same effect two rounds in a row:

  •  Asenath 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.
  • Asenath targets one creature they can see within 30 feet of them. A crackling cord of negative energy tethers Asenath to the target. Whenever Azenath takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Asenath takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until the end of the encounter or until the target is no longer in Innsmouth for more then 24 hours.
  • Asenath calls forth the spirits of creatures that died in Innsmouth. These apparitions materialize and attack one creature that Asenath can see within 60 feet of them. 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.
Manskie2814

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