Alqanaz Krexar, Soul Collector Lich

Alqanaz Krexar, Soul-Collector Lich CR: 25

Medium undead humaniod, chaotic evil
Armor Class: 20
Hit Points: 415 (35d20+135)
Speed: 30 ft , fly: 60 ft , can hover

STR

16 +3

DEX

18 +4

CON

20 +5

INT

30 +10

WIS

24 +7

CHA

20 +5

Saving Throws: CON +12 INT +17 WIS +13
Skills: Arcana +17, History +17, Insight +14, Perception +14
Damage Resistances: Cold, Lightning
Damage Immunities: Poison, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Truesight: 120ft, Passive Perception: 24, Superior Darkvision: Alqanaz can see in magical and nonmagical darkness to a range of 120 ft
Languages: Common, Draconic, Undercommon, Umbral, Abyssal, Infernal, Elven, Orc, Giant
Challenge Rating: 25 ( 75,000 XP)
Proficiency Bonus: +7

The lich is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips: mage hand, prestidigitation, ray of frost, toll the dead
1st level (4 slots): detect magic, magic missile, shield, thunderwave, tasha's hideous laughter, ray of sickness
2nd level (4 slots): acid arrow, detect thoughts, invisibility, mirror image, misty step, scorching ray
3rd level (3 slots): Animate dead, counterspell, dispel magic, fireball, bestow curse, protection from energy, vampiric touch
4th level (3 slots): blight, banishment, dimension door, phantasmal killer, polymorph
5th level (3 slots): cloudkill, scrying, dominate person
6th level (3 slots): chain lightning, disintegrate, globe of invulnerability
7th level (3 slots): finger of death, plane shift, power word pain
8th level (2 slots): abi-dalzim's horrid wilting, dominate monster, maddening darkness, power word stun
9th level (2 Slots): power word kill, psychic scream, time stop


Soul Prisons: Alqanaz has focused most of his life (and unlife) on the study and usage of other victims' souls. He has delved into an ancient form of Necromancy that allows him to harness the power of souls that he has captured at any point in time to aid him in battle. The power of these Soul Prisons is entirely dependent on the soul that was captured. Once the abilities granted to Alqanaz have been used, that Soul Prison will require a new victim. Alqanaz has a total of Six Soul Prisons made entirely of Silver and Platinum. The descriptions of each soul prison are detailed below
  Untethered: Thanks to the power granted to this lich, he is constantly under the affects of a blur spell. The only way to bypass this effect is if an creature attacks with a spell, weapon, or effect that is enhanced by radiant damage.
  Soul Chain: If the Soul Collector Lich kills a creature, it can choose to collect the soul and store it in one of the 6 prisons, as long as it has prisons to fill. If a soul prison has been used, the collected soul can refill a usage of one of it's abilities.

Actions

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.
  Disrupt Life: Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Soul Release: As a bonus action, Alqanaz can use 1 of the 6 granted abilities from the six souls currently in the prisons. Each cage has HP= 40 (6d10+20) and AC= 18. The cages have resistance to all attacks. The abilities of each soul cage are as follows:
  1) Soul of the Damned: This Soul was once a dangerous, malevolent individual, one who has been touched by the Creatures of the Far Realms. Any target that is within 10 feet of the Soul Prison and can hear must make a DC 18 Wisdom save or become frightened of Alqanaz as the target will hear horrifying laughter, terrible screams, and the whispers of the deep. As an action, The Soul of the Damned can summon 1d4 Drowned Assassins that fight for Alqanaz and act on Initiative count 20. Number of uses: 4
  2) Soul of Zycore: This very specific and very rare soul is one of a great heroes who once walked the world of Zycore. The soul of this individual is now trapped within, and the calls of aid can be heard issuing out from it. As an action, the Soul Prison blasts out scream comparable to that of a Psychic Scream, but instead of a call from beyond the grave, the scream is that of one of the last Great Heroes of Zycore. Number of Uses: 2
  3) Soul of the Innocent: This soul is one of pure heart and is generally that of a young humanoid. The confusing cries of help that out from the prison generally resemble "Hello? Where am I? Mommy? is that you?". This soul, though still young, allows Alqanaz a very specific and powerful ability: The Heart of Innocence, which gives Alqanaz the effects of a 9th level Invulnerability spell. Number of Uses: 1
  4) Soul of the Void: Though this Prison does not hold a specific soul, as the name suggests, it instead holds a specific creature, one that is waiting to be released. Upon command, this prison completely explodes, dealing 2d10 fire damage in a 15-ft radius (Dexterity Save DC 15 to suffer only half damage). Immediately afterwards, a Nightwalker issues out in a cloud of black smoke and obeys the commands of Alqanaz. The Nightwalker acts on initiative count 20. Number of uses:1
  5) Soul of the Brave: This soul once belonged to a mighty warrior of some holy deity. This warrior, in life, followed every vow it once gave, and now has given those vows to Alqanaz. As an action, the Soul Prison can give Alqanaz the benefits of a Heroes Feast Spell without the Casting Time. Number of uses: 4
  6) Soul of The Necromancer: This soul was once a mighty practictioner of the necromantic arts, and now serves the lich with utmost assurity. As an action, the Prison can use the Life Drain ability. The Prison targets 1 creature within 100 ft. That creature must made a Constitution Saving Throw (DC 20) or take 6d10 necrotic damage, and any damage done to the target heals the lich for the same amount. Number of uses: 3

Reactions

Soul Sacrifice: Upon Alqanaz receiving a blow from a critical hit, he can choose to use his reaction to sacrifice one of his remaining Soul Prisons to negate the damage and transfer the total onto the Prison. Once the Soul Prison is destroyed, Alqanaz cannot make use of it until he gathers enough souls to forge another.

Legendary Actions

Alqanaz can take 5 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. The lich regains spent legendary actions at the start of its turn.
Cantrip. Alqanaz casts a cantrip.
  Soul Prison: Alqanaz uses one of the 6 available soul prisons' abilities
  Spell Casting (2 Actions): Alqanaz can cast any spell available in his spell list using a spell slot of 1st - 9th level.
  Paralyzing Touch (Costs 2 Actions). Alqanaz uses its Paralyzing Touch.
  Frightening Gaze (Costs 2 Actions). Alqanaz fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 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 the lich's gaze for the next 24 hours.
Disrupt Life (Costs 2 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair Actions

Growing Shadow: Magical darkness spreads from a point the creature chooses within 60 feet, filling a 15-foot-radius sphere until the creature uses an action to dismiss it, repeats this lair action, or dies. The darkness spreads around corners, prevents those with darkvision from seeing through, stops internal illumination from nonmagical light, and dispels any active 2nd level or lower spells that create light within its area.
  Unknownable Duplicate: The Lich creates an illusory duplicate of itself, appearing in his space and lasting until the next round begins. It can freely move the illusory duplicate at a distance equal to the Lich's walking speed on its turn. The first time an enemy or object interacts physically with the Lich, there is a 50 percent chance that the illusory duplicate is affected instead, in which case the illusion disappears.
  Become One: The Lich telepathically whispers to one target within its range. The target must succeed on a DC 15 Wisdom saving throw or be charmed until the start of the next round. A target charmed in this way obeys any command to the best of its ability that would not cause it to harm itself directly.

Lair Desciption:

Far to the northeast on the Continent of Acazor lies a long-running, massive mountain range that connects to the frozen northern pole of the world. Within this mountain range lies all manner of secrets and dangers, including a being that was once a Drow worshipper of Bel'thazorn that led many a battle and war against clans and tribes of the surface world. However, upon failing to destroy the existing dwarven holds and the small settlements of goliaths, Alqanaz was slain on a frozen battlefield. His last thoughts were of the betrayal he felt from this god and wondered exactly what he had done wrong. On the edge of death, in the silence of the snowy wasteland around him, he heard a voice of Tenebrous, The Shadow that Was. It promised him the power to destroy his enemies that felled him and the dominion of all of Acazor. With desperation, Alqanaz accepted the offer, and rose again. He then led an assault of raised, enhanced corpses of the fallen soldiers in the battlefield on the Dwarven Hold of Khúl'Maldur. With this unexpected, unstoppable force, the dwarven and goliath ancestral home fell to Alqanaz, and he soon warped and changed it into his own image.
  Thus, Alqanaz' lair lies in the heart of these mountains in the once ancestral home known as Khúl'Maldur, and has turned it's many levels into breeding and training grounds for his Shadowfell and eldritch minions. Many smaller portals have been created with Alqanaz's power, and the orginal halls are all warped and torn with the multiversal power that continues to linger. Even the surface world has begun feeling its effects. Any amount of life continues to be altered and corrupted, occasionally turning flora and fauna into haunting, malevolent polar opposites of their former selves. The land itself also seems to be responding, as dark, shadowy haze envelops forests and valleys around Khúl'Maldur

Regional Effects

Soul-Crushing Aura: Any creature lingering or traveling within 20 miles of the lair must make a DC 15 Constitution Saving Throw every 4 hours or suffer 1 point of Strength damage, as the lair itself is attempting to consume the souls of all around it. If a creature drops to 0 strength while in the region has their soul consumed by Alqanaz and cannot be resurrected until he is slain

Motivation/Compulsion

A Soul Collector Lich, for the most part, has discovered a rare and hidden form of necromancy which deals with the extraction and devouring of souls. Most of them use this power to gain some kind of tyrannical power over a variety of creatures. And this submagic is generally used against the beings that opposed the lich in life. Another motivation, in the case of Alqanaz, is the completing of various divine, fey, or even demonic forces that have given this knowledge to the lich. While they are generally rarer than most liches (at least on Zycore), they tend to be much more cruel in their experimentation and understanding of Soul Necromancy. Given that this magic is so rare, the liches that know of it and practice it are even more egotistical than most other powerful beings.    In the case of Alqanaz, he is constantly under the command of Tenebrous, the Shadow that Was. It was Tenebrous that gave the secrets of Soul Necromancy to Alqanaz, and now, with these gifts, he feels he was 

Before you floats a towering, skeletal figure draped in strange, torn robes. It wears a crown made of dark obsidian. Underneath the robes, the skeletal body seems to wave in and out of existence, as if at one instance it seems to be physical, and then in another it fades into a shadowy humaniod shape. Two emerald-glowing eyes stare at you with malevolent, increasing anger. Floating around him are six small silver cages that seem to contain spectral lights, constantly shifting and wavering from within. Cries of torment can be heard coming from some of these prisons, while voices of the youth cry out for help, seemingly lost and confused. Though no amount of smile can be seen, the creature laughs in many different octives and voices, and begins to unleash it's unknowable power upon you.

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