Page 210 - Tomb of Annihilation
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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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