Armor Class
21
Acererak
Medium Undead · Neutral Evil
Hit Points
285 (30d8 + 150)
Speed
Walk 30 ft.
CR
23
Traits
Special Equipment
Acererak carries the . He wears a and has a 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 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.
Turn Resistance
Acererak has advantage on saving throws against any effect that turns undead.
Actions
Paralyzing Touch
Melee Spell Attack +15 to hit, reach 5 ft., one creature. 10 () Cold damage, and the target must succeed on a DC 20 Constitution saving throw or be 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. 7 () Bludgeoning damage plus 10 () Necrotic damage, or 8 () Bludgeoning damage plus 10 () Necrotic damage when used with two hands.
Invoke Curse
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. , , or similar magic ends the curse on the target.
Legendary Actions
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 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. 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 to move the 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 () Necrotic damage on a failed save, or half as much damage on a successful one.