Acererak

From Tomb of Annihilation, page 209.

**Hit Points:** 285 (30d8 + 150)
 **STR**
13 (+1)
16 (+3)
20 (+5)
27 (+8)
21 (+5)
 **Saving Throws:** Con +12, Int +15, Wis +12
**Skills:** Arcana +22, History +22, Insight +12, Perception +12
**Damage Resistances:** cold, lightning
**Damage Immunities:** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
**Senses:** truesight 120 ft., passive Perception 22
**Languages:** Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
 ***Special Equipment.*** Acererak carries the Staff of the Forgotten One. He wears a Talisman of the Sphere and has a Sphere of Annihilation under his control.
***Legendary Resistance (3/Day).*** If Acererak fails a saving throw, he can choose to succeed instead.
***Rejuvenation.*** 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.
***Spellcasting.*** 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
 ***Paralyzing Touch.** Melee Spell Attack:* +15 to hit, reach 5 ft., one creature. *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.
***Staff (+3 Quarterstaff).** 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.
 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 its turn.
**At-Will Spell.** Acererak casts one of his at-will spells.
**Melee Attack.** Acererak uses Paralyzing Touch or makes one melee attack with his staff.
**Frightening Gaze (Costs 2 Actions).** 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 its immune to Acererak's gaze for the next 24 hours.
**Talisman of the Sphere (Costs 2 Actions).** Acererak uses his Talisman of the Sphere to move the Sphere of Annihilation under his control up to 90 feet.
**Disrupt Life (Costs 3 Actions).** 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.