Epic Spell Artisan. Aumvor can develop epic spells with less expense in time and resources. When determining the cost for raw materials for researching an epic spell, he multiplies the spellcraft DC by 7000 GP instead of 9000 GP and reduces the development time and XP cost accordingly
Fear Aura. All creatures in a 30 foot radius of Aumvor that can see him 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 Aumvor's gaze for the next 24 hours.
Immunities. Aumvor is immune to any polymorphing or mind-altering effects. He can still cast polymorph spells on himself.
Legendary Resistance (3/Day). If Aumvor fails a saving throw, he can choose to succeed instead.
Magic Resistance. Aumvor has advantage on saving throws against spells and other magical effects.
Metamagic.
Rejuvenation. If he has a phylactery, Aumvor gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of a phylactery.
Special Equipment. Aumvor has several magic items in his possession. These include:
Spellcasting. Aumvor is a 27th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Aumvor knows all of the Sorcerer and Wizard spells from the players handbook, along with many more. Aumvor typically the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, arcane mark, electric jolt, read magic, touch of fatigue, true strike
1st level (4 slots): detect magic, magic missile, shield, thunderwave, alarm, corrosive grasp, know protections, spirit worm, Tenser’s floating disk
2nd level (3 slots): detect thoughts, Command undead, death armour, spectral hand, touch of idiocy, whispering wind
3rd level (3 slots): animate dead, dispel magic, fireball, blacklight, suggestion, undead lieutenant, undead torch, suggestion
4th level (3 slots): blight, dimension door, charm monster, crushing despair, detect scrying, explosive cascade, fire shield, greater invisibility, ice storm, summon undead IV, wall of evil
5th level (3 slots): dominate person, feeblemind, grimwalds graymantle, nightmare,
6th level (2 slot): globe of invulnerability, create undead, eyebite, translocation trick
7th level (2 slot): finger of death, greater arcane sight, greater ironguard
8th level (1 slot): dominate monster, create greater undead, flensing, horrid wilting,
9th level (1 slot): meteor swarm
10th level (1 slot): empowered maximised twinned explosive cascade, twinned finger of death, Tolodines killing wind
11th level (1 slot): empowered maximised horrid wilting, quickened time stop, empowered quickened meteor swarm, Aumvor’s soulshatter, mummy dust,
Turn Resistance. Aumvor 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: 14 (4d6) 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.
Aumvor 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. Aumvor regains spent legendary actions at the start of its turn.
At-Will Spell. Aumvor casts an at-will spell.
Paralyzing Touch (Costs 2 Actions). Aumvor uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Aumvor fixes his gaze on one creature he can see within 10 feet of him. The target
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Aumvor must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
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.
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