Exethanter

(NE Lich)
Exethanter.jpeg

Playing Exethanter

  • Sounds like an old man
  • Really forgetful
    • Will forget the characters' names
    • Will forget what he's doing and wander off
  • Knows everything except like recent politics
  • Will stop the players if they try to release the Dark Powers

History/Info

  • Was around for the building of The Amber Temple
  • Saw all of his wizard friends slowly corrupted by the Dark Powers
  • His desire to protect the knowledge/power stored at The Amber Temple led him to be corrupted by Tenebrous
    • Tenebrous turned him into a lich in return for him being his champion
  • Exethanter found a loophole
    • if he forgot his own name, Tenebrous couldn't control him
    • he destroyed all references to his name
    • and cast strong magic on himself to erase his memory
  • Was friends with Strahd

The Lich has fewer hit points than normal (99 hit points), doesn't remember its name (Exethanter), and has forgotten all of its prepared spells. It does know its cantrips. In its current condition, the lich has a challenge rating of 10 (5,900 XP). A Greater Restoration spell restores the lich's memory and all of its spells. Another casting of the spell restores its normal hit point maximum (135).

If the characters restore its memory, the lich gives them the passwords to all the locked doors in the Amber Temple (with the exception of the door into X28. Hidden Phylactery, where its phylactery is hidden). It also provides all the information pertaining to Strahd and the temple presented at the start of this chapter. If the characters think to ask, it provides them with the command words for any of the books in the library (X30. Preserved Library).

If the characters restore its body, it offers to escort them while they explore the temple. The other creatures that inhabit the temple don't threaten the characters as long as the lich is with them.

The lich defends itself if attacked and turns to dust if it is reduced to 0 hit points.

The lich assumes that the characters have come seeking knowledge and power. If it is inclined to help them, it tells them how the amber sarcophagi work. The lich has no alliance with or animosity toward Strahd, and no interest in challenging Strahd for control of Barovia.

What They Want

What They Know

Barovian Lore
literally everything about the campaign

Relations

Stat Block

Exethanter

Medium, undead, , any evil alignment
Exethanter
Armor Class

17

Hit Points

99

Speed

30 ft.

Str

11

(+0)
Dex

16

(+3)
Con

16

(+3)
Int

20

(+5)
Wis

14

(+2)
Cha

16

(+3)
Saves

Constitution +10, Intelligence +12, Wisdom +9

Skills

Arcana +18, History +12, Insight +9, Perception +9

Damage Resistances

cold, lightning, necrotic

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft., passive Perception 19

Languages

Common plus up to five other languages

Challenge

10 (5,900 XP)

Proficiency Bonus

+4

Legendary Resistance (3/Day)

If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation

If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance

The lich has advantage on saving throws against any effect that turns undead.

Spellcasting

Exethanter has forgotten all of its prepared spells. It does know its cantrips. A greater restoration spell restores the lich's memory and all of its spells. Another casting of the spell restores its normal hit point maximum (135).

Actions

Paralyzing Touch

Melee Spell Attack: +12 to hit (22), reach 5 ft., one creature. Hit: 3d6 (10) 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.

Legendary Actions

Cantrip

The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions)

The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions)

The lich 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 3 Actions)

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

Lich

Medium, undead, , any evil alignment
Armor Class

17

Hit Points

135

Speed

30 ft.

Str

11

(+0)
Dex

16

(+3)
Con

16

(+3)
Int

20

(+5)
Wis

14

(+2)
Cha

16

(+3)
Saves

Constitution +10, Intelligence +12, Wisdom +9

Skills

Arcana +18, History +12, Insight +9, Perception +9

Damage Resistances

cold, lightning, necrotic

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft., passive Perception 19

Languages

Common plus up to five other languages

Challenge

21 (33,000 XP)

Proficiency Bonus

+7

Legendary Resistance (3/Day)

If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation

If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance

The lich has advantage on saving throws against any effect that turns undead.

Spellcasting

The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit (22) with spell attacks). The lich has the following wizard spells prepared:

Actions

Paralyzing Touch

Melee Spell Attack: +12 to hit (22), reach 5 ft., one creature. Hit: 3d6 (10) 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.

Legendary Actions

Cantrip

The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions)

The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions)

The lich 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 3 Actions)

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

Exethanter