Page 210 - Tomb of Annihilation
P. 210

APPENDIX D:  MONSTERS AND  NPCs


             This appendix details monsters and nonplayer char-  lies under the lost city of  Omu. T his dungeon is called
             acters that appear in this book and not in the Monster   the Tomb of the Nine Gods, for Acererak slew nine false
             Manual. the introduction of  which explains how to inter-  gods and sealed them within it. More recently, he built a
             pret a s tat block.                               necromantic device called the Soul  monger, then hid it in
              T he creatures are presented in alphabetical order.   the heart of the tomb.
             ACERERAK                                          ACERERAK'S ThAITS
                                                                Ideal. "Why be a god when I can be a c reator of  gods?"
             Acererak is an archlich w ho travels between worlds and
             is known to take sick pleasure in devouring the souls of   B ond. "I build dungeons to trap and slay powerful ad-
             adventurers, whom he lures into trap-ridden dungeons   venturers. Their deaths and souls are my nourishment."
             where they suffer horrible deaths. One such dungeon   Flaw. "I underestimate the resolve of  my enemies."


             ACERERAK                                          Turn Resistance. Acererak has advantage on saving throws
             Medium undeod, neutral evil                       against any effect that turns undead.
                                                               ACTIONS
             Armor Class 21  (natural armor)
             Hit Points 285  (30d8 + 150)                      Paralyzing Touch. Melee Spell Attack:+& to hit, reach 5 ft., one
             Speed 30 ft.                                      creature. Hit: 10 (3d6) cold damage, and the target must suc-
                                                               ceed on a DC 20 Constitution saving throw or be paralyzed for
               STR     DEX    CON     INT    WIS    CHA        1 minute. The target can repeat the saving throw at the end of
              13  (+1)   16  (+3)   20 (+5)   27 (+8)   21  (+5)   20 (+S)   each of  its turns, ending the effect on itself  on a success.
                                                               Staff  (+3 Quarterstaff). Melee Weapon Attack: +11  to hit, reach
             Saving Throws Con +12, Int +15, Wis +12
             Skills Arcana +22, History +22, Insight +12, Perception +12,   5 ft., one target. Hit: 7 (ld6 + 4) bludgeoning damage plus 10
              Religion +15                                     (3d6) necrotic damage, or & (ld8 + 4) bludgeoning damage
             Damage Resistances cold, lightning                plus 10 (3d6) necrotic damage when used with two hands.
             Damage Immunities necrotic, poison; bludgeoning, piercing,   ln110/ce Curse. While holding the Staff  of  the Forgotten One,
              and slashing from nonmagical attacks
             Condition Immunities blinded, charmed, deafened, exhaustion,   Acererak expends l  charge from it and targets one creature he
                                                               can see within 60 feet of  him. The target must succeed on a DC
              frightened, paralyzed, petrified, poisoned, stunned
             Senses truesight 120ft., passive Perception 22    23 Constitution saving throw or be cursed. Until the curse is
             Languages Abyssal, Common, Draconic, Dwarvish, Elvish,   ended, the target can't regain hit points and has vulnerability
              Giant, Infernal, Primordial, Undercommon         to necrotic damage. Greater restoration, remove curse, or similar
             Challenge 23  (50,000 XP)                         magic ends the curse on the target.
                                                               LEGENDARY ACTIONS
             Special Equipment. Acererak carries the Staff  of  the Forgotten
                                                               Acererak can take 3 legendary actions, choosing from the op-
             One (see appendix C). He wears a talisman of  the sphere and   tions below. Only one legendary action option can be used at
             has a sphere of  annihilation under his control.
                                                               a time and only at the end of  another creature's turn. Acererak
             Legendary Resistance (3/Doy). If Acererak fails a saving throw,   regains spent legendary actions at the start of his turn.
             he can choose to succeed instead.
                                                               At-Will Spell. Acererak casts one of  his at-will spells.
             Rej u11enation. Acererak's body turns to dust when he drops to   Melee Attack. Acererak uses Paralyzing Touch or makes one
             0 hit points, and his equipment is left behind. Acererak gains   melee attack with his staff.
             a new body after ldlO days, regaining all his hit points and   Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze
             becoming active again. The new body appears within 5 feet of   on one creature ne can see  within 10 feet of  him. The target
             Acererak's phylactery, the location of  which is hidden.   must succeed on a DC 20 Wisdom saving throw against this
                                                                magic or become frightened for l  minute. The frightened
             Spellcasting. Acererak is a 20th-level spellcaster. His spellcast-  target can repeat the saving throw at the end of  each of  its
             ing ability is Intelligence (spell save DC 23, +15 to hi t with spell   turns, ending the effect on itself on a success. If a target's
             attacks). Acererak has the following wizard spells prepared:   saving throw is successful or the effect ends for it, the target
                                                                is immune to Acererak's gaze for the next 24 hours.
             Cantrips (at will): mage hand, ray of  frost, shocking grasp   Talisman o f the Sphere (Costs 2 Actions). Acererak uses his
             l st level  (at will): ray of  sickness, shield    talisman of  the sphere to move the sphere of  ann;hi/ation under
             2nd level (at will): arcane lock, knock            his control up to 90 feet.
             3rd level (at will): animate dead, counterspe//   Disrupt Life (Costs 3 Actions). Each creature within 20 feet
             4th level  (3 slots): blight, ic:e storm, phantasmal killer   of  Acererak must make a DC 20 Constitution saving throw
             5th level (3 slots): cloudkill, hold monster, wall of  force   against this magic, taking 42 (12d6) necrotic damage on a
             6th level (3 slots): chain lightning, circle of  death, disintegrate   failed save, or half as much damage on a successful one.
             7th level (3 slots): finger of  death, plane shift, teleport
             8th level (2 slots): maze, mind blank         ~·
             9th level (2 slots): power word kill, time stop



                                                                                APPESDIX I>   MONSTl:'.R~  AND NPCS
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