___
___
> ## Magnus 'Rasp' Lumaris
>*Medium undead, neutral*
> ___
> - **Armor Class** 16 (breastplate)
> - **Hit Points** 180(24d8 + 72)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|14 (+2)|16 (+3)|22 (+6)|14 (+2)|13 (+1)|
>___
> - **Saving Throws** Con +10, Int +13, Wis +9
> - **Skills** Arcana +13, History +13, Insight +9, Investigation +13, 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** blindsight 60 ft., darkvision 60 ft., passive Perception 19
> - **Languages** All Languages
> - **Challenge** 17 (18,000 XP)
> ___
> ***Bone Pile (1/Day).*** When Magnus is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He reduces himself to a pile of bones, rendering himself prone, and is considered to be under a similar effect to the *feign death* spell. While subject to this condition, Magnus is unable to move or take actions other than using an action to end this effect.
>
> ***Ghostly Concealment.*** While in dim light or darkness, Magnus can use an action to become invisible until he moves, enters bright light, or uses an action, bonus action, or reaction.
>
> ***Legendary Resistance (3/Day).*** If Magnus fails a saving throw, he can choose to succeed instead.
>
> ***Spellcasting.*** Magnus is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Magnus has the following wizard spells prepared:
>
> Cantrips (at will): *chill touch, fire bolt, light, prestidigitation, ray of frost*
> 1st level (4 slots): *detect magic, magic missile, shield, Tasha's hideous laughter, thunderwave*
> 2nd level (3 slots): *detect thoughts, invisibility, Melf's acid arrow, misty step, phantasmal force, scorching ray*
> 3rd level (3 slots): *animate dead, counterspell, dispel magic, fireball*
> 4th level (3 slots): *blight, dimension door*
> 5th level (3 slots): *animate objects, cloudkill, scrying*
> 6th level (2 slots): *disintegrate, globe of invulnerability*
> 7th level (2 slots): *finger of death, plane shift*
> 8th level (1 slot): *dominate monster, feeblemind, power word stun*
> 9th level (1 slot): *power word kill, wish*
>
> ### Actions
>
> ***Multiattack.*** Magnus makes two chromatic dagger attacks.
>
> ***Aura of the Fiend***. As an action, Magnus radiates a dark power. All enemy creatures within 30 feet of him must make an DC 21 Intelligence saving throw. If they fail, they gain vulnerability to all damage types they are not immune to and have disadvantage on attack rolls and saving throws until the end of Magnus’s next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Magnus's Aura of the Fiend for the next 24 hours.
>
> ***Chromatic Dagger.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. Roll an additional 1d8 of Magnus's choice of Cold, Thunder, or Fire damage.
### Divergent Lich
Magnus Lumaris has a strange history, and is one of the rarest specimens of arcane arts one could encounter. Unlike most wizards who embraced undeath to achieve immortality, Magnus choose undeath in a bid for power. His scheming and thirst for greater influence drove him to delve deep into ancient secrets and forgotten lore.
His selfish drive forbade him from dealing with fiends, the last desire in his heart being to fall into debt or other subjugation to demons. Utilizing forbidden knowledge, he extended his life until he was able to acquire a great prize. Using this unknown treasure, he was able to exchange it
for the power he desired, while staying free of oaths and
fealty to the dark ones with which he dealt.
### A Bizarre History
Magnus did not have what would be considered
a formal education. From a young age, he demo-
nstrated a keen intellect and comprehension
of the world.
His reputation for his sharp mind was spoken of, and there were those who listened to these rumors with evil intent. It was in this way that he was discovered by his teacher and master, Kubarin the Beholder.
\page
**Beholder Mentor.** Kubarin was an eye tyrant who established an empire. Like most eye tyrants, he sought dominion over all things. Preferring to work in the shadows, Kubarin was a master of manipulating and bending the will of others to serve him.
It was this mindset that oversaw Magnus's training in his youth. Kubarin molded and manipulated him to stand as a proxy for the beholder master. A puppet wizard, young Magnus grew to resent his teacher quickly. It was a trait Kubarin relished, as he came to enjoy crushing and breaking the boy repeatedly.
Magnus however, was quick to learn, and adopt his teachers mentality. He began to adapt to the inhuman intellect of his mentor, learning to plan for threats, preparing for every possibility, even the most improbable.
It became almost a game between the two, Magnus carefully crafting machinations to destroy the beholder, Kubarin attempting to find excuse to kill his servant. The contest finally ended when, through manipulation and influence of Magnus, a party of adventuring heroes attacked Kubarin's lair and, with aid from an adult white dragon, slew the tyrant.
**Burying the Past.** Once his mentor was destroyed, Magnus decided to take measures to disappear. Over the next year, he hunted down anyone whom he'd met or worked with while he was serving Kubarin. The paranoid and suspicious behaviorism of beholders was apparent in the young wizard. No one was trusted, he worked quickly and efficiently.
Once he'd removed all those who knew his past, he then started to look to the future. He began to accumulate wealth and knowledge. His methods were subversive, there was no desire to draw attention or glory for himself.
Decades passed, and when Magnus emerged again into the world, he was far more powerful and dangerous. The wizard had flourished in his studies, until he'd finally plateaued. During his absence, the world had changed as well. An organization known as the Council of Temperance had grown in power.
### Council of Temperance
It began as a conclave between three great wizards. These three powerful figures were well studied, and understood the history of magic in the world. In order to defend the future from ambitious and power hungry casters, these three joined together, forming the Council of Temperance.
The purpose of the council was to hold those who could wield magic accountable for their actions. In time, they began to establish universities and great prestige surrounded students of their order. By the time of Magnus's reemergence, the council had grown such that they were able to establish and enforce laws.
Magnus stood in opposition to the council, and was strong enough that they could not directly act against him. However, his strength was not sufficient to outright battle the council. Thus both sides were locked in a stalemate, neither being able to take definite action.
**Recruiting to his cause.** During this time, Magnus began to sow seeds of dissention. He sought out youths who displayed magical talent but had been overlooked. He began to mentor these young casters, always through dreams and servants. Caution was still his defining trait, and he was careful to keep his distance from his pupils, lest they be discovered.
There was a joy he found in mentoring, and although he was a terrifying and imposing figure to encounter, he showed restraint around those who he taught. His pupils became powerful and legendary in their own time.
**Ancient secrets.** Magnus did not just spend his time training his pupils. In his campaign against the Council, Magnus used his knowledge of old and forbidden things. He'd learned of great concealed powers during his time withdrawn from the active world.
Among these secrets was the path to immortality by becoming undead.
### A New Ritual
Magnus was proud, and had a confident arrogance to him. He was clever, and he knew he was. He had learned from a beholder, and had succeeded in bringing about his masters demise. He never again would be made to call another, "master". He had prolonged his lifespan many years by this time, but he was attracted to the power that he'd read was held by the beings known as Lichs.
Rituals were studied, and restructured. He preformed cautious tests, studying results and immersing himself in arcane experiments. After 20 years, he completed his work, crafting a new ritual that would grant him lichdom, without having to pledge himself to a master.
**When things go wrong.** Magnus was driven to perform the ritual, summoning a powerful fiend. He bartered with the demon, offering unknown treasure in exchange for the power of a lich. The deal was struck, but the devil always gets his due.
Magnus became undead, but at a cost. The demon he summoned placed a *sequester* on him, locking him in time. Magnus would not arise again for over a century.
**A new world.** When he awoke again, his mind was in tatters. His tower had been pillaged and was in crumbling ruin. With the exception of a few hidden trinkets and special tomes, all of his treasures were gone.
He began to recover slowly, as his mind healed he came to terms with what had happened. He blamed his own arrogance, and to ensure no one would repeat his mistakes, he destroyed everything related to the ritual he had made.
He moved forward, determined to recover the power he lost. He now roams the world, collecting artifacts and influencing change wherever he wanders.