Special Equipment. Axyktos wears a black robe of the archmagi and wields a staff of the magi (both accounted for in his statistics)
Legendary Resistance (3/Day). If Axyktos fails a saving throw, he can choose to succeed instead.
Rejuvenation. Axyktos’s body turns to dust when he drops to 0 hit points, and his equipment is left behind. Axyktos gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Axyktos’s phylactery, the location of which is hidden.
Spellcasting. Axyktos is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +18 to hit with spell attacks). Axyktos has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, prestidigitation, toll the dead
1st level (at will): detect magic, magic missile, shield, thunderwave
2nd level (4 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (4 slots): animate dead, counterspell, dispel magic, fireball
4th level (4 slots): blight, dimension door, phantasmal killer
5th level (4 slots): cloudkill, dominate person, hold monster, scrying
6th level (3 slots): chain lightning, disintegrate, globe of invulnerability
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): dominate monster, mind blank
9th level (2 slots): power word kill
Turn Resistance. Axyktos has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage when used with two hands.
Axyktos 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. Axyktos regains spent legendary actions at the start of his turn.
At-Will Spell. Axyktos casts one of his at-will spells.
Melee Attack. Axyktos uses Paralyzing Touch or makes one melee attack with his staff.
Frightening Gaze (Costs 2 Actions). Axyktos fixes his gaze on one creature he can see within 10 feet of him. 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 Axyktos's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Axyktos must make a DC 19 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
Axyktos was born somewhere along the south coast of Pomyria sometime in the 4th century Pre-Eldar, and ever since childhood he had a particular talent for magic. Even before the end of his first century he was an accomplished enough mage to be able to earn his keep while adventuring throughout the settled lands of the Elves, performing errands and honing his skills.
The God of magic and secrets, Kryptinex, of course had plans for him, but while eager to gain all the knowledge he could, Axyktos didn't feel comfortable dedicating himself just to one great power, especially after being taught the history of the gods from the Astral Age. Axyktos struck a bargain with Asmodeus for more knowledge and power at the cost of allowing a foothold for the Cult of Asmodeus to develop in what would eventually become the Eldar Imperium.
Axyktos offered his services to Ilium, the first elven emperor, and was made the Eldar Imperium's Minister of Secrets, handling the control of the public's access to magical, historical, and religious lore. With this political power, Axyktos began to set in motion his master plan.
As Axyktos began to age, he began to fear losing all the power he'd gained in his life, and thus made a deal with the God of Death, Eternus, to serve his ends from the shadows in exchange for eternal life, wherein he was taught the process for becoming a lich. After his transformation, he created the Circlet of Being to retain the physical form of the peak of his life and has continued to hold power as the Imperium's Minister of Secrets for almost 5000 years.
Over the millennia, Axyktos has continued to makr sporadic pacts and bargains with the less scrupulous gods of the Pomyrian pantheon, even making limited contact with the Abyss and Tharizdun. In recent years, he has begun setting in motion plans to harness a taste of the limitless power of the evil god, if he can only find a way to avoid the madness-inducing energy of the Abyss in doing so.
Lair and Lair Actions
The Ebon Citadel
For almost as long as the Golden Palace itself, Axyktos's Ebon Citadel has stood as a stark reminder to all of the majesty of Pomyria's greatest mage. Perched atop a small mountain in the heart of the Eldar Imperium, the Citadel is infinitely more imposing and dangerous to any who venture inside than it appears from outside, if such a level of danger is even imaginable.
The inner structure of the Ebon Citadel is a sprawling labyrinth of trapped halls, geometrically nonsensical rooms, and impossibly vast voids. Any intruders who do manage to find their way to Axyktos's inner sanctum will find a spacious chamber overlooking the scenery around the Citadel with a throne in the centre. It is in this room that Axyktos conducts his studies and plans his future movements, and any intruders can be sure to have made themselves and their presence known Axyktos upon entry...
When in his lair, Axyktos has a challenge rating of 24 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Axyktos can take a lair action to cause one of the following magical effects; Axyktos can’t use the same effect two rounds in a row:
- Axyktos rolls a d8 and regains a spell slot of one plus that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
- Axyktos targets one creature he can see within 30 feet of him. A crackling cord of negative energy tethers Axyktos to the target. Whenever Axyktos takes damage, the target must make a DC 19 Constitution saving throw. On a failed save, Axyktos 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 Axyktos or the target is no longer inside the Ebon Citadel.
- Axyktos calls forth the spirits of creatures that have fed his soul. These apparitions materialize and attack one creature that Axyktos can see within 60 feet of him. The target must succeed on a DC 19 Constitution saving throw, taking 63 (18d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
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