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Anaxis, The Top Hat Man

Anaxis, The Top Hat Man

Medium high elf, arch fey, chaotic evil
Armor Class: 23
Hit Points: 698
Speed: 90 ft , fly: 90 ft , climb: 28 ft , can hover

STR

19 +4

DEX

22 +6

CON

23 +6

INT

21 +5

WIS

17 +3

CHA

20 +5

Saving Throws: Con +10, Int +12, Wis +9
Skills: Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances: Cold, Lightning, Necrotic
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Truesight 120 Ft., passive Perception 19
Languages: Sylvan, Common, Dwarven, Elven, Abyssal, Draconic, and many more

Spellcasting: Anaxis is an 20th-level Spellcaster. His Spellcasting ability is Intelligence (spell save DC 20, +14 to hit with spell attacks). He has the following Wizard Spells prepared: • Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost • 1st Level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave • 2nd Level (3 slots): Detect Thoughts, Invisibility, Acid Arrow, Mirror Image • 3rd Level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball • 4th Level (3 slots): Blight, Dimension Door • 5th Level (3 slots): Cloudkill, Scrying • 6th Level (1 slot): Disintegrate, globe of Invulnerability • 7th level (1 slot): Finger of Death, Plane Shift • 8th level (1 slot): Dominate Monster, Power Word Stun • 9th level (1 slot): Power Word Kill   Turn Resistance: The lich has advantage on Saving Throws against any Effect that turns Undead.


Legendary Resistance (3/Day): If the lich fails a saving throw, it can choose to succeed instead.
Maddening Prescence -
Each creature of Anaxis' choice within 120 ft. of it and aware of it must succeed on a DC 18 Wisdom Saving throw or become afflicted with short-term madness. [DMG page 259]. If a creature is afflicted with short-term madness fails it's saving throw, it becomes afflicted with long-term madness.  If a creature afflicted with long-term madness fails its saving throw, it becomes afflicted with indefinite madness.  If a creature fails again with indefinite then it dies from psychological trauma.  
A successful save the creature is immune for the next 24 hours. 

Actions

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

Multi Attack, Anaxis gets five attacks with Fists or Swords
Fists of Time Bending - Melee weapon attack +19 to hit, reach 30 ft. one target. 4d12 +10 damager. If the target is a creature it must succeed on a DC 20 strength saving throw or be knocked prone.
Sword of Time Bending - +19 to hit reach 30 ft. 4d8+10 slashing damage, magical

Legendary Actions

Can take 4 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. Spent legendary Actions are regained at the start of each turn. Cantrip: The lich casts a cantrip.
  Paralyzing Touch (Costs 1 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 non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, (5d12) necrotic damage on a failed save, or half as much damage on a successful one.
Anaxis' Prescence - He casts banishment with a wave of his hand. 

Anaxis is the final form of the interdimensional arch fey, a self proclaimed god of fear.  He is on a mission to kill all of the gods and replace them. 

Mental characteristics

Personal history

At some point in time in some dimension, the high elf known as Everendass Caull' Zinthalendal found himself in need of power.  He prayed and made offerings to gods and then when that didn't work he made offerings and sacrifices to any entity that would listen.  When pleading and working hard didn't work he turned to using fear.  He created the first fear inducing spells ever in existence.  This level of power was intoxicating.  He needed more.  Finding no way to find the power he needed he entered the Fey realm and began to acquire what he sought.  
A millenia later he found himself a powerful Arch-Fey on a pile of bodies he didn't remember killing.  It's possible at this point he had lost his mind completely and that this realization was the last thoughts of the elven man known as Everendass.  
This began his quest to kill all of the gods across the universe and usurp their power.  Using fear and madness he cut a swath through hundreds of realities.  Now he finds himself on Tanaheim and sees his first target, the god known as Vellenox.
Species
Age
Unknown
Children
Gender
Male
Eyes
White or Purple
Hair
Ribbons of Dark Space
Skin Tone/Pigmentation
Dark star field
Height
7'
Weight
345
Aligned Organization

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