Black Abbot

{{infobox-monster
 * image       = Black Abbot.png
 * type        = Undead
 * race        = Lich
 * alignment   = Neutral Evil
 * level       = {{xpcolors|normal=24|hard=26|elite=29}} (Scales as of U12)
 * named       = yes
 * boss        = Purple
 * attack      =
 * Attack Bonus: Fairly minimal; he's a spellcaster
 * Attack Damage: Very minimal as he mainly casts spells. However, like any lich, his melee attacks can paralyze. Use remove curse or remove paralysis to remove it.
 * Special Abilities - See below
 * Spells Known - Save DC 25-28 (Depending on spell level, doesn't use heighten)
 * Chain Lightning
 * Delayed Blast Fireball
 * Disintegrate
 * Greater Dispel Magic
 * Greater Shout
 * Horrid Wilting
 * Otiluke's Freezing Sphere
 * Symbol of Weakness
 * Telekinesis
 * Waves of Fatigue
 * qualities   =
 * HP: {{xpcolors|normal=135,000|hard=209,000|elite=303,000}} (u12 data)
 * AC: {{xpcolors|normal=44|hard=49|elite=55}}
 * DR: Bludgeon+Magic {{xpcolors|normal=/20|hard=/30|elite=/40}}
 * Fortification: 100%
 * Saves: Reflex Save: ~20. Fort save: ~15 (these probably went up in U12 on hard/elite)
 * Resists/Immunities: Immunity to Cold and Electric
 * Abbot's Ward: Blocks 50% of disintegrates
 * Mantle of Invulnerability blocks 4th level and lower spells, along with sometimes negating other higher level spells (such as Sunburst, as the blindness component is tagged as a 2nd level spell source, and Greater Shout) - 1 hour duration which he refreshes when he retreats and if it expires.
 * Spell Resistance: {{xpcolors|normal=20|hard=25|elite=30}}
 * Intimidate DC: Doesn't matter. His agro is completely random.
 * Feats: Maximize, Enlarge, Quicken (All difficulties). Elite Only: Evasion, Empower
 * organisation =
 * habitat     = Vault of Night
 * description = The Black Abbot  is the raid boss controlling the Necropolis area, eventually encountered in the Ascension Chamber raid. The Abbot was a male human before becoming a Lich.

Special Abilities

 * The Black Abbot has 4 different special abilities. He will only start to use these the 2nd time you fight him, after he regenerates. One immediately after he comes down (he comes down after 5 minutes 35 seconds (his Mantle of Invulnerability will be at 54:25 remaining exactly), regardless of if you completed the puzzles or not yet), then an additional one every 15 seconds. Which one he selects is random. He is nice enough to give you a warning that he about to perform one though - read what he says to learn which one.
 * The Inferno "I call forth the inferno!" This is by far his most devastating special attack. Capable of very quickly killing an entire raid group as it does massive fire damage over time, along with a secondary component that very quickly drains spell points. The correct/recommended strategy to survive this is to create ice islands and jump on them for the duration of the inferno (about 6 seconds: though the graphic will appear to last much longer, it's safe to return after 6 seconds)
 * Phase Wraiths "What you can't see..." He will summon 4 hex death phase wraiths. These are extremely powerful wraiths unlike you've ever seen.. Because you can't see them, not without the aid of the goggles you get in the phase tile puzzle. You also can't damage them without the goggles, except via wall of fire. So use it frequently no matter what, as they are extremely dangerous, dealing heavy damage and draining spell points on each hit.
 * Encasement "Engulf and encase!" The Black Abbot selects 1 random party member or summon, and fully encases them and anyone at their location in rock. This renders you completely helpless and deals damage over time. The only ways to free an encased party member are:
 * Three hits with the boulders you found in the Asteroids Puzzle. The party member can be healed normally and kept alive if you wish. These do have a limited duration now however, they expire after about 5 minutes.
 * Allowing the party member to die, and then their ghost can jump out of the rock pile and get resurrected.
 * Being airborne when hit with encasement will cause the party member to 'slip out' of the encasement.
 * The Abbot's Telekinesis effect may toss the player out of the encasement.
 * Mordenkainen's Disjunction "Lets see how you do without your toys." This works per the spell Mordenkainen's Disjunction though he has a very high DC for it, and will most likely disable most if not all of your equipment. However it only effects 1 randomly selected party member, and the effect will eventually wear-off (examine the affected item to see the timer). Note that the graphic effect on a weapon will and not return until you relog, even though the weapon's damage effects may have already returned. Another related bug like that one may have your weapons visual effects return, yet the actual bonus dice won't apply without a relog.

Spell Damage
As a level 24/26 caster using Maximize, (However most of his spells cap at CL20) the Black Abbot does around 2 * 20 d3+60 (80-120) =~ 200 damage average with most of his spells. The exception is Disintegrate, which is 40d3+120 (160-240) *2 = 320-480 damage. His casting is INT based, like a wizard.

Spell Damage (Elite)
As a level 29 caster using Maximize and Empower, (However most of his spells cap at CL20) the Black Abbot does around 2.5 * 20 d3+60 (80-120) =~100x 2.5 = 250 damage average with most of his spells. The exception is Disintegrate, which is 40d3+120 (160-240) *2.5 = 400-600 damage.

Recommended Attacks to use against him
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 * Spells (If he's nearly dead and you have plenty of SP, he has quite a lot of hitpoints):
 * Black Dragon Bolt (Most efficient arcane spell, especially hard or elite)
 * Meteor Swarm (Can match Black Dragon Bolt effectiveness if backed up by a very high evocation DC)
 * Disintegrate (Though keep in mind his 50% disintegrate ward will greatly limit its effectiveness)
 * Divine Punishment (Though SP is usually best used on healing due to large HP pool)
 * Mass Heal (Centered on the Abbot to heal the party as well, most efficient use of SP)
 * Delayed Blast Fireball
 * Acid Fog (Low acid damage however the -4 AC penalty will really help some party members, especially if there have been deaths)
 * Weapons:
 * Best possible: Green Steel Blunt with Holy/Good Burst/Good Blast/Greater Disruption or Epic Wraps of Endless Light
 * Epic Hammer of Life
 * Epic Mournlode Blunt versions
 * Bonesplitter (weapon)
 * Epic Fury of the Flame
 * Other blunt weapons/wraps with: Holy/Holy Burst/Disruption/Greater Undead Bane
 * Other (ranged):
 * (Epic) Bow of the Silver Flame
 * (Epic) Silver Slinger
 * Greatbow of the Scrag (Sub-optimal, but has Blunted Ammunition)
 * Boulders from Asteroids puzzle if you have many to spare (Save some for encasements)