Ahgregoil

## Stats

**Ahgregoil** is an unknown entity currently possessing the body of Julius Morrow. He served as the primary antagonist of The Forsaken campaign and has influenced all of the events leading up to their final battle.

## Description

### Appearance

Ahgregoil's true appearance outside of Julius' body is unknown. However, statues have depicted him wearing more necromantic clothing than Julius as well as having the mark of the Remnants on his forehead.

### Personality

Ahgregoil is cruel and sadistic, finding joy in performing what he calls "experiments" - more accurately abominable creatures. He seems to have a very small window of sympathy and views anything relating to furthering his experiments as means to his ends, evident by calling Halima's remains *carrion* instead of a *corpse* or *cadaver*.

## Synopsis

### Background

Next to nothing is known about Ahgregoil's background outside of Julius' diary, penned by both of the two, but the earliest point the Forsaken know about Ahgregoil is that he possessed Julius Morrow and placed a flaw in his *Temporal Retractor* to make it easier to possess the grief-stricken archmage. Ahgregoil completely took over his body, and performed various experiments involving people from the Forsakens' past, as well as some to them indirectly (like Larold and Cragmaw). Ahgregoil spent a significant amount of time working on something called "Project WENDIGO-2" based on Herrik and Halima's old research.

### The Forsaken

Ahgregoil manipulated all of the events since the beginning of the party, including leading the Forsaken on their path for answers and vengeance, leading them into combat, and mentally torturing them along their journey. His name and presence was more noticeably revealed upon their discovery of Alexandria's heart. During the Forsaken's battle with Project WENDIGO-2, he manipulated the creature's Lair Actions, evident by the Wendigo needing to make saving throws against its effects. Ahgregoil also forced the Wendigo into a Blood Frenzy, turning it more feral and causing it to kill Rue and Sceldran in the fight.

In the aftermath of the fight, Ahgregoil activated the portal to Alexandria, and took them to a room with sickles inside, implying for them to stab themselves on the sickles, just like at the start of the campaign. After the visions brought from the sickles, the party fought Ahgregoil in a brutal battle. He managed to control the area through gravity singularities, killing Elaric, Cragmaw, and Herrik. In the midst of the battle, Larold reached out to Julius within Ahgregoil's subconscious, notably affecting him by forcing him to lose Legendary Actions. In the end of the battle, Ahgregoil ran out of high level spells, and congratulated the Forsaken, wishing for their journey onward to be filled with blessings and curses, before Larold decapitated him. Julius broke free for a moment, before his body fell into a Ravenous Void spell he created, atomizing it just before the singularity collapsed on itself.

Sceldran absorbed some of Ahgregoil's power at the moment of his death, preventing him from reforming in his phylactery for a few years instead of a few days. Once reformed, Ahgregoil had a psychic split between him and Julius.

## Abilities

### General Abilities

* Resistant to Cold, Lightning, and Necrotic damage
* Immune to Poison and nonmagical Bludgeoning/Piercing/Slashing damage
* Immune to being Charmed/Exhaustion/Frightened/Paralyzed/Poisoned
* 4 Legendary Resistances per day (1 used against Rue's 7th level Disintegrate, 3 used to maintain concentration on spells)
* Immense Focus: If Ahgregoil attempts to cast a spell that requires concentration while already concentrating on an existing spell, he can maintain concentration on both spells simultaneously. If Ahgregoil takes damage during this time, he must make a concentration check for each spell individually.
* Fragmented Shard: Other creatures may make a Charisma (Persuasion) check to remind Ahgregoil of Julius. On a success, Ahgregoil reduces his unspent Legendary Actions by 1. Whether the check succeeds or fails, the DC for future attempts increases by 1.
* Magic Resistance: Ahgregoil has advantage on saving throws against spells and other magical effects.
* Master of the Marked: Any creature that Ahgregoil has marked (signified by a Roman numeral representing the number of times a creature has been killed in the Forsaken campaign) must subtract that number (if they possess one) from saving throws against Ahgregoil’s spells, abilities, and Lair Actions from the total number they roll.
* Overchannel (2 free/Day): When Ahgregoil casts a Wizard spell from 1st to 7th level, he can choose to deal maximum damage with the spell instead of rolling. If Ahgregoil uses this feature again after all of its uses are expended, he takes 2d12 force damage per level of the spell immediately after he casts it. Each time he uses this feature again before the day expires, the necrotic damage increases by 1d12.
* Reactive: Ahgregoil can take two reactions before the start of his next turn, rather than one.
* Rejuvenation: If Ahgregoil has a phylactery, he gains a new body in 1d10 days if he is destroyed, regaining all of his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
* Turn Immunity: Ahgregoil is immune to any effect that turns undead.
* War Caster: Ahgregoil has advantage on Constitution saving throws to maintain concentration on spells when taking damage. Whenever another creature may provoke an opportunity attack, Ahgregoil can cast a spell as his reaction (only if the spell has a casting time of one action and can only target one creature).

### Spells (DC 21)

#### 1st-level (5 slots)

* Gift of Alacrity
* Shield

#### 7th-level (3 slots)

* Crown of Stars
* Delayed Blast Fireball
* Forcecage

#### 9th-level (2 slots)

* Ravenous Void
* Time Stop

### Actions

* Event Horizon (Recharge 5-6): Above a point Ahgregoil can see, a gravitational singularity manifests, increasing the pull of gravity in Neobabel. Each creature within 120 feet of Ahgregoil of his choice must make a DC 21 Strength saving throw, or take 5d10 force damage, and they are pulled to a point he can see (not overlapping each other, he chooses which point they go to), and they cannot take reactions until the end of their next turn, and their movement is halved until the end of their next turn. On a successful save, a creature is pulled half the distance. In the time the singularity is manifested, Ahgregoil cannot be moved against his will, and cannot be knocked prone. If a creature moves 0 feet on their turn, the gravity increases its effect, and the creature must make another Strength saving throw at the end of your turn. On a failure, it is knocked prone. The singularity then disappears at the start of Ahgregoil’s next turn.

### Bonus Actions

* Eldritch Recovery (2/Day): Ahgregoil rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, he gains a temporary spell slot of the number rolled until the end of his next turn. Ahgregoil can cast that temporary spell using that spell slot as two Legendary Actions.
* Fold Space: Ahgregoil warps space, teleporting to an unoccupied space of his choice he can see within 120 feet of him. Any creature within 10 feet of him takes 3d6 force damage.

### Legendary Actions (5/Round)

* Cast Spell (2): Ahgregoil casts a spell of 7th level or lower.
* Event Horizon (3): Ahgregoil uses his Event Horizon ability if it is recharged.

### Lair Actions (DC 18)

* Chronal Shift: The flow of time around Neobabel begins to warp and convulse, distorting movements inside/around the lab. Ahgregoilchooses whether or not to reroll his initiative. Any creature below him in his new or current initiative count must make a DC 18 Constitution saving throw, or take 4d6 force damage and is incapacitated until the end of their next turn. Until each creature is no longer incapacitated, Ahgregoil cannot use another Lair Action. The magic around Neobabel also attempts to dispel up to 1d6 active spells (if applicable) of the DM’s choice or 1d8 spells if Ahgregoil rolls above everyone’s initiative, as if Dispel Magic was casted on them. Ahgregoil rolls Dispel Checks for those instances of magic, using his Intelligence modifier (+7) to add to the roll. On a success, the active spells are dispelled, rewinded to a time where they didn’t exist.
* Gravity Warp: The gravity in Neobabel shifts to turn around, similar to the Reverse Gravity spell, until initiative count 20 of the next round (the room itself turns on its left/right side, Ahgregoil’s choice). Any creature within Neobabel (excluding Ahgregoil) must make a DC 18 Strength saving throw, or they are pulled to the nearest wall, and are restrained until the next initiative count 20, taking 4d6 bludgeoning damage from the impact and gravity crushing it. The restrained creatures can use an action to make a DC 18 Strength check, freeing themselves. As a bonus action on its turn, the Ahgregoil can change the gravity back to normal, causing all creatures on the walls to fall down, unless they make a DC 18 Dexterity saving throw with disadvantage to try and grab onto something near them.
* Necrotic Rebuke: Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 5th level or lower in Ahgregoil’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 18 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and its spell slot is wasted. On a successful save, the damage is halved, and the spell is cast.
* Wails of the Damned: Wayward and condemned souls that died in Neobabel suddenly cry in torturous agony. Each creature in Ahgregoil’s lair must succeed on a DC 18 Wisdom saving throw, taking 14d6 psychic damage on a failed save, or half as much damage on a success. The wails then cease.

## Trivia

* Ahgregoil manipulated the Wendigo's Lair Actions, hence why the two share similar ones.
* Ahgregoil's personality is based on Bondrewd from *Made in Abyss*, but to a more sadistic extent.
* Ahgregoil's battle theme was *Transcendence and Hanzeve* by Kevin Penkin.