Ounzair "Inside each of us, there is the seed of both good and evil. It's a constant struggle as to which one will win. And one cannot exist without the other. - Ounzair" Powerful and ageless, Ounzair is one of the oldest liches to have ever lived. Some beings claim that Ounzair is as old or even older than Vecna or as ancient as Acererak himself. Whether any of this is true or not, Ounzair is definitely a lich that came from the machinations of an evil god or a long forgotten demon lord. Like all liches, Ounzair was both a megolamaniac and psychopath who only focused on gaining more power and knowledge. He was desperate for power beyond what he could gather at the time and Ounzair started to learn different paths to gain it. He even mastered the usage of weapons despite his mastery of magic. Ounzair is both a fighter and mage without equal. He easily trumps the most ancient of mages and can defeat the most talented of swordsmen; And just like other liches, Ounzair caught the attention of powerful mortals that seek to end his reign and take his collection of powerful items. At first, Ounzair relished the challenge but eventually this took a toll on his sanity and somewhere, in-between gaining more strength and killing adventurers, his mind broke. He suddenly started to question his way of living and why was he wasting his time doing meaningless things. He finally reached the apex of power, he was an accomplished archmage and a powerful warrior that shamed even death knights but he felt horrendously empty. Was it the souls he kept eating or was it because he no longer had anything left to do? To try to limit his madness, Ounzair left his massive lair and started to explore the world. He covered himself and wore magical items that covered his skeletal appearance. Despite his growing madness and psychopathic tendencies he tried to interact with all forms of beings. Anyone that was too hostile he killed and those that were sociable he talked to. It was draining but was slowly removing some measure of the madness he had. It all started to change when he accidentally killed a huge beast that was too hostile to him. When he killed the beast, people started to praise him and reward him. He did not know that the beast was a monster that was terrorizing a village. He enjoyed the small amount of praise he gained, it felt invigorating for others to depend on him. He started to adventure to kill monsters but unfortunately he could only cover so much ground. It was then when he realized that a single adventurer was very inefficient, but what if every single citizen of a kingdom is an accomplished warrior or an educated mage. With a new passion, Ounzair created a village that attracted people from destroyed villages, refugees from oppressive lord, and survivors from the war. He promised that people, who would live under him, will live a life where they will never have to wait for a soldier to solve their problems. Ounzair enjoyed his life and thought it would be his only pleasure until he finally met a friend, Taciax. Lich King "In my view of the present aspect of affairs, there is no need of bloodshed and war. There is no necessity for it. I am not in favor of such a course, and may I say in advance, there will be no blood shed unless it be forced upon by my enemies. But if they use force then I will deign to use force against them." Ounzair is called the Lich King and is said to be the one of the most powerful liches to have ever existed, equal in power to the likes of Vecna and Acererak. Despite this, Ounzair has long let go of that side of him and his grand title, his impressive power has dwindled massively as he no longer regularly collects souls to fuel his phylactery, he only feeds it when he is in danger of becoming a demilich. But should the time come when Ounzair is threatened by a powerful foe, he will try to return to his original strength but he would rather not do it because if he returns to his old power then he risks returning to his old self. If Ounzair is in his lair his CR increases to 26 (90,000 XP) and at his full strength, as the Lich King, his CR increases to 32 (195,000 XP) or 33 (215,000 XP) if he is in his lair at the same time.

Ounzair Medium undead, lawful neutral Armor Class 23 (+5 plate)

23 (+5 plate) Hit Points 522 (55d8 + 275)

522 (55d8 + 275) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 21 (+5) 30 (+10) 25 (+7) 19 (+4) Saving Throws Con +13, Int +18, Wis +15, Cha +12

Con +13, Int +18, Wis +15, Cha +12 Skills Arcana +26, History +26, Insight +15, Perception +15

Arcana +26, History +26, Insight +15, Perception +15 Damage Resistances acid, cold, fire, force, lightning

acid, cold, fire, force, lightning Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons

necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 300 ft., passive Perception 25

truesight 300 ft., passive Perception 25 Languages All, telepathy 120 ft.

All, telepathy 120 ft. Challenge 25 (75,000 XP) Legendary Resistance (3/Day). If Ounzair fails a saving throw, he can choose to succeed instead. Marshal Undead. Unless Ounzair is incapacitated, he and undead creatures of his choice within 120 feet of him have advantage on saving throws against features that turn undead. Magic Resistance. Ounzair has advantage on saving throws against spells and other magical effects. Magical Weapons. Ounzair's weapon attacks are magical. Rejuvenation. If Ounzair still has a phylactery, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. Special Equipment. Ounzair carries the legendary longsword Dragnipur and a Staff of The Magi. He can cast spells with somatic components even when he has weapons or a shield in one or both hands. He can use a bonus action to summon any of his special equipment back into his hand. Spellcasting. Ounzair is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 [+20 with Staff of the Magi] to hit with spell attacks). Ounzair has the following Wizard Spells prepared: Cantrips (at will): mage hand, prestidigitation, toll the dead (5d12 damage), ray of frost 1st level (at will): detect magic, magic missile, shield, thunderwave 2nd level (at will): acid arrow, arcane lock, detect thoughts, invisibility, knock, mirror image 3rd level (at will): animate dead, counterspell, dispel magic 4th level (4 slots): blight, banishment, dimension door, staggering smite 5th level (4 slots): cloudkill, destructive wave (necrotic damage), hold monster, scrying, wall of force 6th level (3 slots): chain lightning, circle of death , disintegrate, globe of invulnerability 7th level (3 slots): finger of death, plane shift, teleport 8th level (2 slots): dominate monster, maze, mind blank 9th level (2 slots): power word kill (hp threshold is increased to 120), time stop Undead Nature. Ounzair doesn’t require air, food, drink, or sleep. Actions Multiattack. Ounzair makes two Dragnipur attacks and casts one cantrip. Dragnipur (+3 longsword). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage if used with two hands, plus 18 (4d8) cold damage. Paralyzing Touch. Melee Spell Attack: +18 [+20 with Staff of the Magi]: to hit, reach 5 ft., one creature. Hit: 18 (4d8) cold damage. The target must succeed on a DC 21 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. Hellfire Orb (1/day). Ounzair hurls a magical ball of fire that explodes at a point he can see within 200 feet of it. Each creature in a 30-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw. The sphere spreads around corners. A creature takes 52 (15d6) fire damage and 52 (15d6) necrotic damage on a failed save, or half as much damage on a successful one. Reactions Parry. Ounzair adds 6 to his AC against one melee attack that would hit it. To do so, Ounzair must see the attacker and be wielding a melee weapon. Legendary Actions Ounzair can take 3 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. Ounzair regains spent legendary actions at the start of his turn. At-Will Spell. Ounzair casts one of his at-will spells. Melee Attack. Ounzair uses Paralyzing Touch or makes one melee attack with Dragnipur. Frightening Gaze (Costs 2 Actions). Ounzair fixes his gaze on one creature he can see within 30 feet of him. The target must succeed on a DC 21 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 Ounzair's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Ounzair must succeed on a DC 21 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Irfrigus - The City of Protection When Ounzair decided to create a city, he always had one thing in mind, he wanted powerful and self-sufficient citizens that are capable of protecting themselves without having to rely on anyone but also be prosperous so that they would not have to suffer the hardships of life. Cityscape Irfrigus is a huge circular city with walls, hundreds of meters high, protecting its citizens and insides. The city is separated into 3 parts. The core is the innermost area and Ounzair lives here, along with his closest advisors and government heads. The middle circle is where most citizens live, and unlike most cities there are no nobles, only powerful families headed by powerful people. The outer circle is where soldiers and the general market is located; this includes blacksmiths, organizations, alchemists and more. The core has a main building called the Undying Sentinel, or Center Irfrigus. This is where Ounzair lives and where the council of Ounzair meets, and where the most powerful families have their homes. This large building reaches up to 100 meters in height and holds the most grand items Ounzair has collected during the time as an adventurer, and due to his dark past he does not keep any of his old items in the center building. Secretly at the uppermost part of the building, where Ounzair lives, is a hidden portal that leads to his old lair. At its base is a magnificent statue: Ounzair's Grasp. It is a 10-foot tall statue of Ounzair, and represents him helping the downtrodden up when no one else would lend a hand to help them up. It is carved out of adamantine, fixed with magical diamonds, that is infused with a secret magic that Ounzair embedded on it. The statue is a powerful catalyst of psychic energy and each citizen of the city is mentally connected to it except Ounzair. Due to the large amount of psychic energy concentrated in the statue, it acts as a secret weapon of the city when a powerful foe attacks, it is called the City Avatar as it is the manifestation of everyone living in the city and their will to live peacefully. Ounzair's Grasp At the base of the Undying Sentinel, where the entrance to the building starts, is a beautifully crafted adamantine statue that is grasping the hand of a fallen civilian. As you look closer, the statue is modeled after Ounzair, wearing his full plate armor. Diamonds are carved into the joints of the statue, each one enchanted with powerful spells. The statue is perfectly clean and continues to be clean despite the years of creation. Unknown to people outside the city, the statue is called by every citizen as the City's Avatar, the ultimate failsafe that will protect them from every danger. The entrance of Irfrigus is extremely tough. A single 10-foot wide stone bridge spans a half-mile wide chasm to the gate. The walls are carved to look like multiple soldiers representing the citizens holding back the walls from falling to the large abyss. The massive walls have multiple kill holes where undead skeletons, that are able to use ranged weaponry, are stationed. On top of the walls are skeletons lead by human guard captains, that can order them around through a magical item, handed out to people of high standing in the military. The skeletons man dozens of heavy ballistae that are meant to destroy siege weaponry and heavy units. The gate itself is made out of extremely tough iron, continuously forged to be as hard as industrialized steel. Within the entrance is a large road that spans across the whole city. It would take nearly 8 hours to travel from one end of the city to the other, however there is an alternative transport; The Arcane Steam Train. This multi tracked iron rail carries small trains to different parts of the city at terrifying speeds. The carts are manned by trained and educated living creatures and it would take less than 10 minutes to get to the farther parts of the city. The trains are propelled by a mix of mechanical ingenuity and arcane combination. Travel fairs are a silver piece per passenger. Outside the city are large swathes of fields dedicated to food that the city consumes. Thousands of hectares, all are managed by undead controlled by multiple head farmers. The outside fields have small defenses and human patrols with undead guards to prevent food poisoning and sabotage. They also help check incoming trade from other kingdoms, especially for spies and runaways. Industry & Prosperity The main exports of Irfrigus are magical items and innovation. While Irfrigus does not export magical weapons, the amount of everyday magical items they export is enough to provide the city with a lot of outside income. Anyone from Irfrigus, that decides to sell magical weapons to other cities, will be immediately detained and executed, as Ounzair disdains war and has repeatedly told other kingdoms that despite his disposition towards war he will retaliate with full force against any kingdom that declares war against them. Other than magical items, Irfrigus also has other forms of trade and does not lose to other kingdoms due to the innovative way Ounzair is pushing the city onward. The city used to trade magical weapons but since the attack of the city, Argran, Irfrigus stopped exporting weapons to avoid having their weapons used against them. Most of the wealth is handled by the more powerful clans living in the core and middle circle while those living in the outer circle live normal and pleasant lives. Due to Ounzair's way of running the country, poor people are practically non-existant. Corruption is also not a part of the city as every citizen is connected to the Avatar thus allowing Ounzair to root out corrupt city heads.

Services There are countless craft shops, ranging from talented blacksmiths to everyday fabric shops and dozens of inns for visiting tourists and adventurers. Most of the shops' specialities reflect their location in the city; shops selling unique and expensive items tend to be located in the core and middle circle, whereas more basic but still good products are found closer to the outer circle, where quantity is more important than quality. Travelling the mining levels of Irfrigus can be done on foot, or using one of the 3 great Arcane Steam Elevators. They are run, using similar propulsion to the Arcane Steam Train, and can carry up to eight tonnes each. There are two departing from the mining guild of the outer circle. One travels into the middle parts of the mine where cheap but extremely useful ore such as iron is found, another down to the deeper parts where rare gems and ore is found but also large and dangerous creatures. A third cart travels from the middle circle where the mining guild's headquarter is located to the deepest mines where rare gems and metals are abundant, but so is danger. In the mines, basic versions of the Arcane Steam Train are used as transport. They are largely powered by metal gorgons, created by the Mage's guild, while they're undoubtedly expensive, if given proper maintenance, they can last for hundreds of years. They are mostly controlled by the government and some are controlled by private mine owners, and they are the only way to move heavy ore through the mines. Unlike most famous inns in other cities, the inns in Irfrigus are mostly financed by the powerful families that established themselves in the city and while there is no nobility, these families are headed by rich men that are either magically talented or talented in physical combat. Life at its Grandest (Ounzair) Financed and funded by the government. The Life at its Grandest is the most famous and expensive inn within all the city and is situated in the core. It is a huge square building with 4 storeys. In the first floor there are comfortable seats akin to couches for the wealthy guests that visit this inn, and in the center is a large theater-like stage where grand performances are being held. People invited to play in the theater are famous actors, artists and opera singers all over the world. Drinks can be purchased by the pint, or one can pay 10 gp for free-flowing ales and wines for the whole day. Most locals that live in the core have annual subscriptions.

Burning Stomachs (Serbicio Blackburn) Sponsored by the Blackburn and by extension, Blackfreeze. Any relatives drink free, otherwise the same subscription model applies as above. The tavern is small, and located in the Core, but closer to the middle circle than the Life at its Grandest. It is a more traditional long hall, with a long bar at one end.

The Angels Siren (Michael Carven) Started as an average inn in the middle circle but due to a talent that Michael hired it has been one of the most famous inns in the city. While small compared to the inns in the Core, it is still an impressive inn and drinks vary between 1 sp to 6 sp depending on how good you want it to be. Every night, a veiled singer called the Siren sings for the inn collecting hundreds of cheers every night.

Song to the King (George Wellington) A very neat tavern that was created in respect to the first king Ounzair. George has decorated the tavern with old designs that he believes to be what the first king's room looks like. You can buy drinks here any time but due to the comfiness of the tavern, it attracts a lot of people.

Peacefull Halls (Dosrin Dabrin) A quiet inn that was designed mostly to be a winery for high class people. The drinks here are expensive but is very delicious and the peaceful ambience beats the ambience of the other slightly rowdy and noisy inns. Government The Defender Council The Defender Council is made up of Ounzair and the heads (or nominated representatives when a head is removed by Ounzair) of the powerful families that live in Irfrigus. Whilst Irfrigus appears to be democratic, Ounzair mostly controls the city himself but allows the citizens a measure of freedom as to what to do because if Ounzair wanted a dictatorship, then he would have instead made an undead city. The Defender Council meets once a week, on the first day, but often holds emergency sessions if decisions need to be made sooner, such as when there is a war. Decisions are voted on, with each head having equal say, although smaller family heads tend to vote with larger families due to long standing alliances. Ounzair presides over meetings, and he takes a different form every few decades to hide his immortality from the mortal crowd. The current members of the Defender Council are: Ounzair The highest ranked official in the city and considered its king but he does not take the title due to their form of government. He takes different forms and names every century to hide his appearance from the general public.

Serbicio Blackburn Serbicio Blackburn (32) is the most powerful family head, both in strength and in influence, as he is a learned mage while also having a very wealthy family. Albeit powerful and influential, Servicio Blackburn is mostly a brutish idiot and the real genius of the current family is his wife Cecilia Blackburn who guides him properly.

Michael Carven Michael Carven (21) is the youngest family head to enter the council as his father died in the invasion of Argran. While young, Michael proves to be smart and has a very talented eye for people. Ounzair has taken him as a private disciple. He is one of the few people who knows Ounzair's secret.

George Wellington George Wellington (76) is the oldest server of the council but he is one of the most loyal servers of Ounzair as his family is very close to the government. While George is nearing his death, Ounzair has debated whether to offer immortality to the poor man or let him die.

Dosrin Dabrin Dosrin Dabri (30) is arguably the most radical of all council members but he is still loyal to the government. He sometimes suggest rash and innovative ideas that Ounzair sometimes agrees to and sometimes flatout rejects. Ounzair knows that Dosrin has a brilliant mind but is unfortunately overzealous. Promininent Families The most powerful families of Irfrigus were originally the first families that Ounzair took under his wing and they were the first to prosper and because of that all four families are close to each other due to ancestral bonds. But while these families have been together since the beginning, human memories are short and can be forgotten. Almost as deep as the kinship within a family, is the rivalry between other lower families. Each of them wants to boast the greatest riches and most honourable strengths. To have an entire family brand you as their enemy is no laughing matter, especially among the powerful humans of Irfrigus. Blackburn (Located in the core, near the Undying Sentinel) The Blackburn family is the wealthiest family in Irfrigus, they handle most of the agricultural lands besides the government. Despite the strength of Serbicio, the Blackburn family is not focused on strength as much as the other families but instead it focuses on growth and change through innovation.

The Blackburn family is the wealthiest family in Irfrigus, they handle most of the agricultural lands besides the government. Despite the strength of Serbicio, the Blackburn family is not focused on strength as much as the other families but instead it focuses on growth and change through innovation. Carven (Located in the middle circle, near the Arcane Steam Train Terminal) The Carven family is the simplest of all the powerful families and it is also the most benevolent. While the other families are not evil or malevolent, the Carven family is the only one that actively helps the less fortunate people. Unlike other families, the wealth of Carven is mostly distributed between a large amount of small businesses and some middle sized business then only a handful of large businesses.

The Carven family is the simplest of all the powerful families and it is also the most benevolent. While the other families are not evil or malevolent, the Carven family is the only one that actively helps the less fortunate people. Unlike other families, the wealth of Carven is mostly distributed between a large amount of small businesses and some middle sized business then only a handful of large businesses. Wellington (Located in the outer circle, near the main barracks Irfrigus) The Wellingon is the oldest family in Irfrigus and also the most knowledgeable one. They own the Mage guild and the mage college which they provide with their own teachers and professors. Elina Wellington is the daughter of the current head and is the current principal of the mage college.

The Wellingon is the oldest family in Irfrigus and also the most knowledgeable one. They own the Mage guild and the mage college which they provide with their own teachers and professors. Elina Wellington is the daughter of the current head and is the current principal of the mage college. Dabrin (Located in the middle circle, near the blacksmith headquarters) The Dabrin family is the most ambitious family and with Ounzair's help, they managed to perfect the arcane steam system and bring it to full glory. The Dabrin family employs the most blacksmiths, alchemists, and tinkerers in Irfrigus. They focus on innovation and work hard to always prove themselves better than the other families. Factions & Guilds Irfrigus has several large factions and guilds. Most cooperate peacefully, although some tend to hold old grudges, such as the Mages guild and the Necromancy Guild. All residents of Irfrigus associate with at least one guild, often following historic clan allegiances. Aken's Mastery (The Mage Guild) Led by the Wellington family, the mage guild is a private organization that collects magical knowledge, magical items and possible talents. It is the official organization for mages to sign up as official mages of the city. Citizens, that can use magic, must sign up at the mage guild or they are not allowed to use magic in any other way and if they use magic unlicensed they will be arrested. The mage guild has 2000 mages ranging from archmage level professors to acolyte level students. They have magical items and materials worth 2,000,000 gold in total. They have a secret vault of old magic artefacts that have been dug up from varios old ruins and similar places.

The Undying's Bulwark (The City Military) Due to the nature of Irfrigus' militaristic nature of training every citizen, it has an extreme abundance of soldiers. The active army has 10,000 well trained soldiers and if the council deems the foe too dangerous, every citizen that is of age will be immediately conscripted raising the army to a grand total of 125,000 soldiers. Due to the trained nature of Irfrigus, the army can immediately lock down the whole city within 5 minutes, barring any entrance and exits from intruders. The have weapons and arms for 200,000 soldiers at any given time. They have stockpiles of food that can last the city for 1 month. Out of all the soldiers, there are 1000 separate elite soldiers, all trained by the Blackburn family which are used to patrol the city and, if needed, to spearhead the army in a clash.

Metal of the Future (The Miner's Guild) The government is the one that is responsible for the mining projects and thus they own the mining guild as well. The mining guild operate in multiple underground tunnels similar to how the dwarves do their mining. Ounzair made sure to make use of the special abilities of each race and apply it to his city. The mines of the city are full of both common and rare materials that can be used for everything. The miner's guild manages the pay of the miners and of course the distribution of their materials.

Steampunk Extraordinaire (The Tinker and Blacksmith guild) The Steampunk Extraordinaire is controlled by the government despite the Dabrin family's hold over the blacksmiths. This is to have good control over the weapons, tinker items and other mechanical innovations created by the populace. They also need to properly limit the movement of weapons or else other countries could try to steal these from them.

Guardian Specialization (The Elite Guard) The Guardian Specialization is located in the core and is formed of the most elite warriors of the city, each one capable of standing toe to toe with a small platoon of soldiers. If dangerous creatures such as fiends, aberrations, and hostile undead appear in the city, the elite guard along with the City Avatar starts to move and defend the city by eliminating all threats.

Scales of the Sky (Wyvern Taming Guild) The Scales of they Sky is an ambitious project that Ounzair created by having the idea of stealing wyvern eggs and then raising them to be the powerful elite sky soldiers of their army. Currently there are 30 tamed wyverns in the guild and 20 more hatchlings.

Guardians of The City City Avatar "Irfrigus" The legendary 10-foot tall statue at the base of the Undying Sentinel is one of the most powerful weapons and shields of the city. Due to the innovation of a king from a faraway land that Ounzair copied, he created a powerful construct that was powered by the mental capabilities of every single citizen living inside Irfrigus. Psychic Fusion City avatars are almost ghost-like entities. The older and more powerful ones have tangeable physical forms, but the younger or less powerful ones may resemble more of a psychic ghost than anything else. Their shapes can change not only to portray their unique self, but more powerful avatars can appear to be almost anyone or anything. Each citizen, living in the city, gives a small portion of their mental energy to power the extremely powerful City Avatar. Undying Existance After an avatar is destroyed, as long as its city still stands and its people still inhabit it, the avatar will reform after 1d100 months. If the city is raized and destroyed and its inhabitants are scattered, the avatar is destroyed for good. Even if years later other inhabitants come and build upon the ruins of the old city, a new avatar will form, different from the old. City Manipulation All avatars have varying abilities to change the reality of the city immediately surrounding them, warping it in confusing or interesting ways that may help them in combat. An avatar might stretch a road out to be many times its actual length, or fold a city around itself to hide something or conceal itself. Other examples are the streets suddenly becoming a pit to capture dangerous enemies. Extra Upgrades Due to Ounzair's ideas, the City Avatar is stronger than the City Avatars that the foreign king created. It has more unique abilities compared to the old generation city avatars. The Three Lords of the Undying During Ounzair's time as a tyrant lich, he has defeated countless powerful adventurers and out of those adventurers he chose three powerful warriors that he remembered fondly. He raised them as powerful and hateful death knights. These death knights used to lead his army of the dead but ever since the creation of Irfrigus, they have long since been locked up under the city, used only as a last ditch effort if the city would ever be in danger of being destroyed. While they are extremely powerful, they are all identical in power, this is to reduce infighting between the three sentient undead. Lord Gavros The first death knight of Ounzair and the general of his elite undead legions, lord Gavros is an extremely powerful combatant that will rip apart every enemy in his path. Gavros understands that he is below Ounzair in power and knows, that if he wishes to become stronger, he must need to play smart or else risk being forgotten into nothingness. Lord Delian The second death knight of Ounzair and the general of his swarming undead legions, lord Delian is a very cunning combatant and is more than able of setting the fields of battle on fire as he is a very dangerous opponent. Delian is loyal to Ounzair and knows that he must become stronger to one day replace Gavros as the general of the first legion. Lord Maceze The third death knight of Ouzair and the general of his undead wyvern legions, lord Delian is a quick fighter and a lethal duelist. Maceze, just like all death knights, is full of hate but Maceze hates himself more so than anyone else. He wishes to die but knows he cannot and is forced to serve Ounzair until the lich's permanent death. Maceze will do everything in his power to kill Ounzair but will not actively disobey him as he knows the more he disobeys him the more damnation his soul will recieve. World's End During Ounzair's days as a battle hungry lich, he heard of a legendary and powerful dragon in the continent and due to his pride he could not refuse the challenge to seek it out. It was a quick find as the large wyrm would not hide nor even try to conceal its presence. When Ounzair found the great wyrm he was utterly surprised, its colossal size dwarfed any castle he had ever seen and he was sure that its corpse would not fit in his lair. Despite this Ounzair was not fazed in the slightest because he made sure that he would have every advantage against this powerful creature. The battle went on for hours as Ounzair intelligently fought the great beast. He knew he would not win by brute strength so he fought it by attacking its weak spots and using dragon slaying weapons. He made sure to not damage its corpse too much, because somewhere in Ounzair's sick mind, he wanted an undying undead pet dragon. It is sealed in a demiplane that Ounzair created and he will never release it. If the time comes and Ounzair becomes insane once more, he will release the wyrm and bring the world's end.

City Avatar "Irfrigus" Large construct, lawful good Armor Class 22 (natural armor)

22 (natural armor) Hit Points 714 (68d10 + 340)

714 (68d10 + 340) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 20 (+5) 18 (+4) 18 (+4) 21 (+5) Saving Throws Con +13, Wis +12, Cha +13

Con +13, Wis +12, Cha +13 Skills Perception +20, Deception +13, Insight +12, Persuasion +13, Stealth +13

Perception +20, Deception +13, Insight +12, Persuasion +13, Stealth +13 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Damage Immunities poison, psychic

poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120 ft., darkvision 120 ft., passive Perception 30

blindsight 120 ft., darkvision 120 ft., passive Perception 30 Languages All, telepathy 120 ft.

All, telepathy 120 ft. Challenge 25 (75,000 XP) Hide in Plain Sight The city avatar can change the surroundings so it can become indistinguishable from its background. Immutable Form. The city avatar is immune to any spell or effect that would alter its form. Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succed instead. Magic Resistance. The city avatar has advantage on saving throws against Spells and other magical effects. Magical Weapons. The city avatar's weapon attacks are magical. Perfect Self-Control The avatar can make terrain in any area within the city and up to 1 mile square outside of it look, sound, smell, and even feel like some other sort of terrain. The avatar can alter the appearance of structures, or add them where none are present, although the effect doesn’t disguise, conceal, or add creatures. The change includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. A DC 18 Wisdom (Perception) check allows a creature to move through the terrain as if it were not obstructed, finding flaws or patterns in the Avatar's construction. Psychic Absorption. Any psychic damage dealt to the City Avatar heals it for the same amount of damage. Spider Climb The avatar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The city avatar can use its Frightful Presence and makes three attacks: one with its Concussive Blast and two with its Slam attack. Concussive Blast. Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) thunder damage. The creature must succeed on a DC 23 Constitution saving throw or be knocked back 30 feet away and knocked prone. Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the city avatar’s choice within 300 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the saving throw is successful or the effect on it ends, the creature is immune to the city avatar’s Frightful Presence for the next 24 hours. Gargantuan Punch (Recharge 5-6). The city avatar loads its body with considerable psychic energy and punches a creature within melee range. That creature must succeed on a DC 23 Dexterity saving throw, taking 84 (22d6 + 7) bludgeoning damage and be thrown back 100 feet and knocked prone on a failed save, or take half as much damage and not be thrown back on a successful one. If a creature fails its saving throw and hits a solid object or wall, it takes an additional 42 (12d6) bludgeoning damage. Legendary Actions The avatar can take 3 legendary actions, choosing from the ones below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn. Concussive Blast. The city avatar makes a Concussive Blast attack. Move. The city avatar moves up to its speed. Utilize Self-Control (2 actions) The city avatar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. In addition, it warps the surrounding area with its perfect self-control trait.

Lord Gavros Medium undead, chaotic evil Armor Class 21 (+3 plate)

21 (+3 plate) Hit Points 294 (28d8 + 168)

294 (28d8 + 168) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 22 (+6) 18 (+4) 18 (+4) 21 (+5) Saving Throws Dex +6, Wis +10, Cha +11

Dex +6, Wis +10, Cha +11 Skills Perception +10

Perception +10 Damage Resistances fire; bludgeoning, piercing and slashing damage from nonmagical weapons.

fire; bludgeoning, piercing and slashing damage from nonmagical weapons. Damage Immunities necrotic, poison

necrotic, poison Condition Immunities exhaustion, frightened, poisoned

exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 20

darkvision 120 ft., passive Perception 20 Languages Abyssal, Common

Abyssal, Common Challenge 20 (25,000 XP) Magic Resistance. Lord Gavros has advantage on saving throws against spells and other magical effects. Magical Weapons. Lord Gavros' weapon attacks are magical. Marshal Undead. Unless Lord Gavros is incapacitated, him and undead creatures of his choice within 120 feet of him have advantage on saving throws against features that turn undead. Spellcasting. Lord Gavros is a 20th-level spell caster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It has the following paladin spells prepared: 1st level (4 slots): command, compelled duel, guiding bolt (necrotic damage), searing smite 2nd level (3 slots): hold person, find steed 3rd level (3 slots): dispel magic, elemental weapon, magic circle 4th level (3 slots): banishment, staggering smite 5th level (2 slots): destructive wave (necrotic damage) Undead Nature. Lord Gavros doesn’t require air, food, drink, or sleep. Actions Multiattack. Lord Gavros makes three glaive attacks. Glaive (+2 Glaive). Melee Weapon Attack: +13 to hit , reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage, plus 18 (4d8) necrotic damage. Hellfire Orb (1/day). Lord Gavros hurls a magical ball of fire that explodes at a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 19 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Hellfire Blade (1/day). Lord Gavros infuses his glaive with hellfire dealing an additional 9 (2d8) fire damage with each attack that hits for 1 minute. Reactions Parry. Lord Gavros adds 6 to his AC against one melee attack that would hit him. To do so, Lord Gavros must see the attacker and be wielding a melee weapon. Legendary Actions Lord Gavros can take 2 legendary actions, choosing from the ones below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lord Gavros regains spent legendary actions at the start of his turn. Move. Lord Gavros moves up to his speed. Attack. Lord Gavros makes a glaive attack.

Lord Delian Medium undead, lawful evil Armor Class 23 (+3 plate, shield)

23 (+3 plate, shield) Hit Points 266 (28d8 + 140)

266 (28d8 + 140) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 22 (+6) 20 (+5) 22 (+6) Saving Throws Dex +8, Wis +11, Cha +12

Dex +8, Wis +11, Cha +12 Skills Perception +11

Perception +11 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons.

bludgeoning, piercing and slashing damage from nonmagical weapons. Damage Immunities fire, necrotic, poison

fire, necrotic, poison Condition Immunities exhaustion, frightened, poisoned

exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 21

darkvision 120 ft., passive Perception 21 Languages Abyssal, Common

Abyssal, Common Challenge 20 (25,000 XP) Magic Resistance. Lord Delian has advantage on saving throws against spells and other magical effects. Magical Weapons. Lord Delian's weapon attacks are magical. Marshal Undead. Unless Lord Delian is incapacitated, him and undead creatures of his choice within 120 feet of him have advantage on saving throws against features that turn undead. Spellcasting. Lord Delian is a 20th-level spell caster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It has the following paladin spells prepared: 1st level (4 slots): command, compelled duel, guiding bolt (necrotic damage), searing smite 2nd level (3 slots): aganazzar's scorcher, hold person 3rd level (3 slots): dispel magic, elemental weapon, fireball 4th level (3 slots): banishment, fire shield, staggering smite 5th level (2 slots): destructive wave (necrotic damage), conjure elemental (fire elemental) Undead Nature. Lord Delian doesn’t require air, food, drink, or sleep. Actions Multiattack. Lord Delian makes three longsword attacks. Longsword (+2 Longsword). Melee Weapon Attack: +13 to hit , reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing damage if used with two hands, plus 18 (4d8) fire damage. Hellfire Orb (Recharge 5-6). Lord Delian hurls a magical ball of fire that explodes at a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw. The sphere spreads around corners. A creature takes 42 (12d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Hellfire Blade (1/day). Lord Delian infuses his longsword with hellfire dealing an additional 9 (2d8) fire damage with each attack that hits for 1 minute. Reactions Parry. Lord Delian adds 6 to his AC against one melee attack that would hit him. To do so, Lord Delian must see the attacker and be wielding a melee weapon. Legendary Actions Lord Delian can take 2 legendary actions, choosing from the ones below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lord Delian regains spent legendary actions at the start of his turn. Move. Lord Delian moves up to his speed. Attack. Lord Delian makes a longsword attack.

Lord Maceze Medium undead, chaotic neutral Armor Class 21 (+3 plate)

21 (+3 plate) Hit Points 266 (28d8 + 120)

266 (28d8 + 120) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 20 (+5) 16 (+3) 16 (+3) 16 (+3) Saving Throws Dex +11, Wis +9, Cha +7

Dex +11, Wis +9, Cha +7 Skills Perception +9

Perception +9 Damage Resistances fire; bludgeoning, piercing and slashing damage from nonmagical weapons.

fire; bludgeoning, piercing and slashing damage from nonmagical weapons. Damage Immunities necrotic, poison

necrotic, poison Condition Immunities exhaustion, frightened, poisoned

exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 19

darkvision 120 ft., passive Perception 19 Languages Abyssal, Common

Abyssal, Common Challenge 20 (25,000 XP) Magic Resistance. Lord Maceze has advantage on saving throws against spells and other magical effects. Magical Weapons. Lord Maceze's weapon attacks are magical. Marshal Undead. Unless Lord Maceze is incapacitated, him and undead creatures of his choice within 120 feet of him have advantage on saving throws against features that turn undead. Spellcasting. Lord Maceze is a 20th-level spell caster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following paladin spells prepared: 1st level (4 slots): command, compelled duel, guiding bolt (necrotic damage), searing smite 2nd level (3 slots): hold person, misty step 3rd level (3 slots): conjure barrage (poison damage), dispel magic, elemental weapon 4th level (3 slots): banishment, fire shield, staggering smite 5th level (2 slots): conjure volley, destructive wave (necrotic damage) Undead Nature. Lord Maceze doesn’t require air, food, drink, or sleep. Actions Multiattack. Lord Maceze makes three shortsword attacks. Shortsword (+2 Shortsword). Melee Weapon Attack: +13 to hit , reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage, plus 13 (3d8) necrotic damage. Hellfire Orb (1/day). Lord Maceze hurls a magical ball of fire that explodes at a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 15 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Hellfire Blade (1/day). Lord Maceze infuses his longsword with hellfire dealing an additional 9 (2d8) fire damage with each attack that hits for 1 minute. Bonus Actions Attack. Lord Maceze makes a shortsword attack against a creature within range. Reactions Parry. Lord Maceze adds 6 to his AC against one melee attack that would hit him. To do so, Lord Maceze must see the attacker and be wielding a melee weapon. Attack. Lord Maceze makes a shortsword attack. Legendary Actions Lord Maceze can take 2 legendary actions, choosing from the ones below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lord Maceze regains spent legendary actions at the start of his turn. Move. Lord Maceze moves up to his speed. Attack. Lord Maceze makes a shortsword attack.

World's End Gargantuan undead (dragon), chaotic evil Armor Class 25 (natural armour)

25 (natural armour) Hit Points 742 (33d20 + 396)

742 (33d20 + 396) Speed 60 ft., climb 60 ft., fly 120 ft. STR DEX CON INT WIS CHA 34 (+12) 10 (+0) 34 (+12) 20 (+5) 17 (+3) 26 (+8) Saving Throws Dex +9, Con +21, Wis +12, Cha +16

Dex +9, Con +21, Wis +12, Cha +16 Skills Perception +21

Perception +21 Damage Immunities cold, fire, necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons

cold, fire, necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons Senses blindsight 120 ft., truesight 120 ft., darkvision 120 ft., passive Perception 31

blindsight 120 ft., truesight 120 ft., darkvision 120 ft., passive Perception 31 Languages understands all the languages Ounzair knows but can't speak

understands all the languages Ounzair knows but can't speak Challenge 30 (155,000 XP) Charge. If World's End moves at least 40 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 29 Strength saving throw or be thrown back 40 feet away and knocked prone. If the target is prone, world's end can make another attack with its claws against it as a bonus action. Exceptional Strength. World's End has advantage on Strength checks and Strength saving throws. Legendary Resistance (5/Day). If World's End fails a saving throw, it can choose to succeed instead. Magic Resistance. World's End has advantage on saving throws against spells and other magical effects. Magical Weapons. World's End's weapon attacks are magical. Undead Nature. World's End doesn’t require air, food, drink, or sleep. Actions Multiattack. World's End can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +21 to hit, reach 20 ft., one target. Hit: 34 (4d10 + 12) piercing damage plus 21 (4d6) fire damage and 21 (4d6) necrotic damage. Claw. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 26 (4d6 + 12) slashing damage. Tail. Melee Weapon Attack: +21 to hit, reach 25 ft., one target. Hit: 30 (4d8 + 12) bludgeoning damage. Frightful Presence. Each creature of the World's End's choice that is within 120 feet of the it and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to World's End's Frightful Presence for the next 24 hours. Hellfire Breath (Recharge 5-6). World's End exhales hellfire in a 150-foot cone. Each creature in that area must succeed on a DC 29 Dexterity saving throw, taking 63 (18d6) fire damage and 63 (18d6) necrotic damage on a failed save, or half as much damage on a successful one. Humanoid creatures that is reduced to 0 hit points with this ability reanimates as a zombie. Legendary Actions World's End 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. World's End regains spent legendary actions at the start of its turn. Detect. World's End makes a Wisdom (Perception) check. Tail Attack. World's End makes a tail attack. Wing Attack (Costs 2 Actions). World's End beats its wings. Each creature within 20 feet of the it must succeed on a DC 29 Dexterity saving throw or take 26 (4d6 + 12) bludgeoning damage and be knocked prone. World's End can then fly up to half its flying speed. Hellfire Blast (Costs 3 Actions). World's End blasts a gargantuan magical ball of hellfire that explodes at a point it can see within 300 feet of it. Each creature in a 60-foot-radius sphere centered on that point must succeed on a DC 29 Dexterity saving throw. The sphere spreads around corners. A creature takes 21 (6d6) fire damage and 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Ounzair, The Lich King Medium undead, lawful evil Armor Class 27 (+5 plate, +4 animated shield)

27 (+5 plate, +4 animated shield) Hit Points 747 (65d8 + 455)

747 (65d8 + 455) Speed 40 ft. STR DEX CON INT WIS CHA 26(+8) 22 (+6) 24 (+7) 34 (+12) 26 (+8) 22 (+6) Saving Throws Str +17, Con +16, Int +21, Wis +17, Cha +15

Str +17, Con +16, Int +21, Wis +17, Cha +15 Skills Perception +17, Arcana +30, History +30, Nature +21, Religion +21

Perception +17, Arcana +30, History +30, Nature +21, Religion +21 Damage Resistances acid, cold, fire, force, lightning

acid, cold, fire, force, lightning Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons

necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 300 ft., passive Perception 27

truesight 300 ft., passive Perception 27 Languages All, telepathy 120 ft.

All, telepathy 120 ft. Challenge 32 (195,000 XP) Legendary Resistance (5/Day). If Ounzair fails a saving throw, he can choose to succeed instead. Marshal Undead. Unless Ounzair is incapacitated, he and undead creatures of his choice within 120 feet of it have advantage on saving throws against features that turn undead. Magic Resistance. Ounzair has advantage on saving throws against spells and other magical effects. Magical Weapons. Ounzair's weapon attacks are magical. Rejuvenation. If Ounzair still has a phylactery, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. Special Equipment. Ounzair carries the epic longsword Freezing Kingdom, the Staff of the Magi and a +4 animated shield. He can cast spells with somatic components even when he has weapons or a shield in one or both hands. He can use a bonus action to summon any of his special equipment back into his hand. Spellcasting. Ounzair is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 29, +21 [+23 with Staff of the Magi] to hit with spell attacks). Ounzair has the following Wizard Spells prepared: Cantrips (at will): mage hand, prestidigitation, toll the dead (6d12 damage), ray of frost 1st level (at will): detect magic, magic missile, shield, thunderwave 2nd level (at will): acid arrow, arcane lock, detect thoughts, invisibility, knock, mirror image 3rd level (at will): animate dead, counterspell, dispel magic 4th level (5 slots): blight, banishment, dimension door, staggering smite 5th level (5 slots): cloudkill, cone of cold, destructive wave (necrotic damage), hold monster, scrying, wall of force 6th level (4 slots): chain lightning, circle of death , disintegrate, globe of invulnerability 7th level (3 slots): finger of death, plane shift, teleport 8th level (3 slots): dominate monster, maze, mind blank 9th level (2 slots): power word kill (hp threshold is increased to 150), time stop 10th level (1 slot): absolute death Undead Nature. Ounzair doesn’t require air, food, drink, or sleep. Actions Multiattack. Ounzair makes two Freezing Kingdom attacks and casts two cantrip. Dragnipur (+3 longsword). Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit 15 (1d8 + 11) slashing damage, or 16 (1d10 + 11) slashing damage if used with two hands, plus 18 (4d8) cold damage. Paralyzing Touch. Melee Spell Attack: +21 to hit, reach 5 ft., one creature. Hit: 27 (6d8) cold damage. The target must succeed on a DC 24 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. Soul Lance (Recharge 5-6). Ounzair conjures a lance made out of concentrated souls and fire it in a 500-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 29 Dexterity saving throw, taking 90 (20d8) necrotic damage on a failed save, or half as much damage on a successful one. Armageddon Orb (1/day). Ounzair hurls a magical ball of apocalyptic hellfire that explodes at a point he can see within 200 feet of it. Each creature in a 60-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw. The sphere spreads around corners. A creature takes 70 (20d6) fire damage and 70 (20d6) necrotic damage on a failed save, or half as much damage on a successful one. Legendary Actions Ounzair 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. Ounzair regains spent legendary actions at the start of his turn. At-Will Spell. Ounzair casts one of his at-will spells. Melee Attack. Ounzair uses Paralyzing Touch or makes one melee attack with Dragnipur. Frightening Gaze (Costs 2 Actions). Ounzair fixes his gaze on one creature he can see within 30 feet of him. The target must succeed on a DC 24 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 Ounzair's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each creature within 60 feet of Ounzair must succeed on a DC 24 Constitution saving throw against this magic, taking 58 (13d8) necrotic damage on a failed save, or half as much damage on a successful one.

Ounzair's Lair Ounzair's lair is similar to other liches in that his lair is a home he used to favor during his time as a mortal. It is a small cave hidden besides a great mountain but it has been refitted to be larger than any mortal city created. When he first created his lair, he modeled it after his unparalleled mind and wicked cunning. The first entrance is a huge gate guarded by hidden constructs the size of dragons and if the intruders somehow pass through, countless undead and bound demons lurk in shadowy recesses leading to the first main obstacle, the labyrinth. Ounzair's whole lair is affected by a forbiddance spell that specifically targets celestials. Ounzair can still teleport in and out of his lair. The Labyrinth The Labyrinth, as the name says, is a large maze with dozens of dangerous traps and enemies all set by Ounzair. The traps range from mundane spike pits to small portals leading to demiplanes with bound demons. The creatures range from dozens of zombies to balors supported by other demons. Once the intruders reach the middle of the labyrinth, three goristros will be released to hunt the intruders. Once you reach the final stretch of the labyrinth a large puzzle gate appears and the intruders must solve it while being attacked by literal hundreds of undead and demons. While it is counterproductive to create a puzzle which will allow intruders in, Ounzair considers it fun. Once out of the labyrinth, the intruders are given a small respite as the enemies attacking them suddenly stop. What they first see is a huge old mansion and at first look, the intruders might believe it to be full of traps and enemies but instead they first see a homely sign that reads. "What you see is my home, take nothing of it and I will allow you to rest for 8 hours, nothing more and nothing less." While this sign looks insulting to the intruders that have just gone through a life and death situation, this large mansion was created by Ounzair during his times of lucidness. The mansion is utterly devoid of any danger. Once the intruders are in, they are greeted by a construct named "Catharsis" who will assist them to his utmost ability in providing comfort towards them. If the intruders ask information about Ounzair, Catharsis will not provide any specific information about him but instead will only provide information about the next obstacle. The next obstacle is a particularly strange idea of the Lich King, an arena. If the intruders do any damaging effect or try to steal anything while inside Ounzair's mansion they will be immediately teleported outside and will be set upon by the undead without any way to rest. The path leading to the arena is safe if the players did not do anything damaging to the mansion but if they damage, steal or do anything that would harm the mansion, it will be beset by bound demons and undead. The Arena The arena is a large underground battle area where Ounzair traps the adventurers who manage to reach that far but are not worthy enough. Every once in a while Ounzair would leave trespassers alive and put them in the arena for leisure and a good show. He would allow them to live a reasonably comfortable life and if they can put on a good show every time an intruder comes in, he'll reward them. Once the intruders are in the arena, the gate behind them will close and they'll be greeted by a large area with ruins that act as cover. When they look up they see a glass dome with literal hundreds of undead acting as an audience. The intruders will be first challenged by the current slaves or champions of the arena. These opponents are either desperate slaves that want to escape or champions that have been gifted by Ounzair with magical items. If the intruders win they can take the magical items dropped by the champions and they will be given the choice, to stay and be the new champions or proceed to the next area, to face the Lich King himself. If they choose to face the Lich King, they can continue to go to his throne room Lair Actions On initiative count 20 (losing initiative ties), Ounzair can take a lair action to cause one of the following magical effects; Ounzair cannot use the same effect two rounds in a row: Ounzair rolls 2d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. Rolling a 10 or higher results in two 9th level spell slots.

Ounzair opens a portal to the abyss and summons a type 6 demon. The demon is hostile to him and any creature in the lair, and it will act according to its own character.

Ounzair calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that Ounzair can see within 120 feet of him. The target must succeed on a DC 22 Constitution saving throw, taking 72 (16d8) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Ounzair's 10th level spell "Absolute Death" Absolute Death 10th-level Necromancy Casting Time: 1 action

1 action Range: Touch

Touch Components: S

S Duration: Instantaneous You touch a creature and stop their body and soul. A creature must succeed on a Constitution saving throw. On a failed save, a creature dies and cannot be resurrected by any spell weaker than a 10th level spell. On a successful save, a creature takes 110 (20d10) necrotic damage. Magical Items of the Legendary Lich Dragnipur +3 Longsword, Legendary (requires attunement) When Ounzair was holed up in his lair luring in powerful adventurers, he killed a particularly powerful one and took his sword, a beautiful magical longsword with silver glyphs engraved over its blade, its hilt holds a grand gem that appears to glow blue with cold energy. The sword releases a cold aura around it that freezes everything, including the one holding it, albeit the one attuned to it is unaffected. Dragnipur was born from the deaths of two extremely powerful beings, a great ice elemental and an empyrean. Icy Core. Dragnipur deals an additional 4d8 cold damage on a hit. In addition, you emanate an icy aura around 10 feet of you which deals 2d8 cold damage to every creature at the start of your turn. Divine Heritage. Once per day, as an action you can make a DC 23 Charisma saving throw to try and use the empyrean's power within the sword. On a successful save, you gain 5 charges that last for 1 minute. You can use the charges for any of the following effects. Using the charges cost an action. Divine Bolt (Costs 1 Charge) You shoot out a powerful blast of divine energy from the sword. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 27 (8d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder.

Divine Blessing (Costs 1 Charge) You heal yourself for 4d8 hit points.

Trembling Strike (Costs 2 Charges) You stab the ground with your sword, triggering an earth tremor. All other creatures on the ground within 60 feet of you must succeed on a DC 23 Strength saving throw or be knocked prone.

Cone of Cold (Costs 2 Charges) You cast the spell cone of cold using the sword's DC which is 23.

Fire Storm (Costs 3 Charges) You cast the spell firestorm using the sword's DC which is 23.

World's End's Greataxe +3 Greataxe, Legendary (requires attunement) When Ounzair slayed the great wyrm he used some of its essence and physical body parts to create a massive and powerful greataxe. While Ounzair created this powerful weapon, he does not use it, after all he created it with the thought, could I rather than should I. The weapon looks animalistic in appearance as it has a mixture of scales, rough bones and sharp teeth. The great axe's blade has a red gem embedded into it, it overflows with destructive power. The powerful energy of the axe increases the user's own power. Massive Size. World's End's Greataxe is massive and is unwieldy. Creatures need at least 26 strength to heft and use this weapon. In addition, it deals 2d12 slashing damage instead of the usual 1d12. Creatures hit by this weapon must succeed on a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone. World Ender Punch. Once per day, you punch a creature within melee range with bone-breaking force. You make a melee attack against a creature within range with disadvantage and if it hits, the creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or take 6d12 bludgeoning damage and be knocked back 30 feet away. If the creature hits a wall or solid object, it takes and additional 4d12 bludgeoning damage. If you punch a creature with a wall directly behind it, the punch deals 12d12 instead and it no longer takes additional damage. Hellfire Orb. Once per day, you can hurl a magical ball of fire that explodes at a point which you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency bonus). The sphere spreads around corners. A creature takes 28 (8d6) fire damage and 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. The Black Lord's Coffin +3 Full Plate, Legendary (requires attunement) Each death knight lord under Ounzair wears this powerfully enchanted black full plate armor. This armor allows the user to gain strength through death. Death Knight Lord. Once per day you can hurl a magical ball of fire that explodes at a point you can see within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 20 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Magical Resistance. You have advantage on saving throws against spells and other magical effects.

Freezing Kingdom "He who fights with monsters should look to it that he himself does not become a monster. And if you gaze long into an abyss, the abyss also gazes into you." +5 Longsword, Epic (requires attunement) If there was ever a time that Ounzair's mind be consumed by the madness of oblivion and his heart be turned cold once more, then it will manifest the most accursed weapon Ounzair has ever beared, the Freezing Kingdom. Created from the coldness of his heart and the void inside his soul, the Freezing Kingdom is an apocalyptic weapon that can potentially destroy the world if given the chance. Damnation. When you absorb a creature's soul by using soul eater you can take a single aspect of that creature such as a troll's regeneration or a tarrasque's reflective carapace. You can only have a maximum of 3 aspects at any time, if you take a fourth aspect you lose the first aspect you took. You cannot take ability scores, damage immunities, legendary resistances, legendary actions, or their spellcasting trait but you can take one action from their many actions, one of their traits or their innate spellcasting. Ice Eons. Once per year as an action you can start to fuel the Freezing Kingdom with all your power and manipulate all the ice energy it can create. You condense all of its power and then put it on the tip of your blade. You can choose to attack a single creature within melee range or release its power within 500 feet of you. If you hit a creature it must succeed on a DC 30 Constitution saving throw or be turned to ice. They stay frozen unless an 11th level wish or fire spell is cast on them. If you release the power within range where it explodes in a 500-foot-radius sphere. Each creature within the area must make a DC 30 Constitution saving throw. On a failed save, a creature takes 50d6 cold damage. On successful save, it takes half as much damage. This ignores resistance and immunity to cold damage. Lord of Souls. As an action, you can release powerful attacks made out of soul energy. You can create any attack as long as it falls within 100 feet of length and width, it can also be a 100 foot cone. You have a limited amount of power per day but it regenerates at the dawn of the next day. You can deal a total of 100d10 necrotic damage within one day but only a maximum of 10d10 per round. In addition you can use it to heal yourself as well. Soul Eater. Any creature that dies by Freezing Kingdom's attacks or abilities have their soul absorbed into the blade. Each soul taken immediately provides the owner with powerful bonuses. Creatures that normally discorporate once they die must succeed on a DC 30 Wisdom saving throw or be absorbed by the Freezing Kingdom. In addition, a creature that is absorbed by the Freezing Kingdom cannot be resurrected by anything less than an 11th level true ressurection or wish spell. If a creature's soul is absorbed into the blade it provides the following effects: You regain 40 hit points.

Your next attack deals an additional damage dice dependent on the level/cr of the creature. The damage buff stays until it is used. CR 10 or below = 3 damage dice CR 15 to CR 11 = 4 damage dice CR 20 to CR 16 = 6 damage dice CR 25 to CR 21 = 7 damage dice CR 30 to CR 26 = 10 damage dice

The Right of Ice. Within 1 mile of you, you can create and control ice to do whatever you want with it as long as it is within the capabilities of ice. Any change within the ice you would create that would damage a creature can only deal up to 55 (10d10) damage per round to it and the maximum AC and hit points of the ice is 30 AC and 200 hit points per 30-foot cube. At the start of your turn you can create ice or manipulate it in a 100-foot cube centered on a point you can see. This effect cannot change magical properties of objects or terrains but can still change their physical ones. These changes to the terrain are permanent until dispelled by a 10th level dispel magic, wish or similar magic. In addition, you can instead choose to cast any 9th level ice spell or below as an action. You also have immunity to cold damage. The Lich King's Blade. This blade bears the massive weight of every dead soul Ounzair has absorbed during his whole lifetime as a lich. Each hit brings with it the power of a million wailing souls. Freezing Kingdom deals an additional 4d8 cold damage plus 4d8 necrotic damage on a hit. In addition, you emanate an aura of fear that spreads up to 60 feet around you. Each creature in that area must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the The Lich King's Frightful Presence for the next 24 hours. The Lich King Has Returned Variant If Ounzair ever returns to his evil state and decides to either take over the world or destroy it, he can manifest the Freezing Kingdom, his most powerful artifact. In this state, Ounzair's CR increases to 36 (290,000 XP) or 37 (315,000 XP) in his lair.