21 (natural armor)
285 (30d8+150)
walk 30 ft.
Con +12, Int +15, Wis +12
Arcana +22, History +22, Insight +12, Perception +12, Religion +15
cold, lightning
necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
truesight 120 ft.
Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
23
Acererak carries the Staff of the Forgotten One. He wears a Talisman of the Sphere and has a Sphere of Annihilation under his control.
If Acererak fails a saving throw, he can choose to succeed instead.
Acererak's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak's phylactery, the location of which is hidden.
Acererak has advantage on saving throws against any effect that turns undead.
Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Acererak has the following wizard spells prepared: • Cantrips (at will): mage hand, ray of frost, shocking grasp • 1st level (at will): ray of sickness, shield • 2nd level (at will): arcane lock, knock • 3rd level (at will): animate dead, counterspell • 4th level (3 slots): blight, ice storm, phantasmal killer • 5th level (3 slots): cloudkill, hold monster, wall of force • 6th level (3 slots): chain lightning, circle of death, disintegrate • 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
Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage, and 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.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands.
While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. Greater restoration, remove curse, or similar magic ends the curse on the target.
Acererak can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Acererak regains spent legendary actions at the start of his turn.
Acererak casts one of his at-will spells.
Acererak uses Paralyzing Touch or makes one melee attack with his staff.
Acererak 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 Acererak's gaze for the next 24 hours. Frightened: • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. • The creature can't willingly move closer to the source of its fear.
Acererak uses his Talisman of the Sphere to move the Sphere of Annihilation under his control up to 90 feet.
Each creature within 20 feet of Acererak 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.