Modify his spell list, let him prepare, milk Power Word: Kill
Even under AL rules, we can in change the spells Acererak has prepared1. This is sorely needed, because frankly, his spell list sucks. It is full of redundant damage dealing spells most of which he will never get to cast, while it sorely lacks any spells that give him defense, mobility and control.
Survival times
A high damage character (not hyper-optimized with Sharpshooter or Great Weapon Master) on level 11 will deal near 30 damage per round, with the extra 3d6 psychic from the trickster gods about 40. That means in one round, a party of 4 characters can be expected to deal about 160 damage to Acererak (it could be much higher, with a lucky crit on sneak attack or smite, for example). He has 285 hits. He won't last two full rounds.
So, winning initiative, and trying to remove a character as quickly as possible is important (see below on how to do that). If he goes first and gets rid of one character, this drops to 120 damage, leaving him with 165 after a round. If he again gets rid of a character in round two, it drops to 80 damage and that would leave him under 100 afterwards, at which point he would teleport away.
Technically, the AL rules also allow you to increase the hits of a creature to the maximum of their HD, in his case this would be 390 from 30d8+150, which would also buy him resilience for another round with an extra ~100 hp, but for an individual creature like him that seems like cheating to me. I think this is meant for something like orcs, where there could be variability in hp from one orc to the next.
From this, and the fact that a normal fight only is expected to last 3 or so rounds, it is clear that he only will get 3 actions, and never cast most of the level 4+ spells on his list during the fight (he can cast level 1-3 with legendary actions). He should use these actions to force through his highest-level, highest-impact spells.
Spell list changes
You can modify the spell list in ways do not change his AC, or hp, or damage output per round:
- Spell Level 1: false life instead of the sucky ray of sickness upcast to level 8, this would add another ~40 temporary HP to his hp, thereby technically not changing his hp, and allowing him to fight for a third expected round. I probably wouldn't do this one as it is not in the spirit of not increasing hp, but might do it for a game outside AL. Mirror image might be a better option, it stays for 1 minute. He can cast it for free with a legendary action to refresh it.
- Spell Level 2: include spider climb on level 2 instead of knock. If you want to give him a use for his Bonus action, misty step instead of arcane lock. He can cast it as a legendary action, to get out of a wall of force prison without needing to disintegrate with his action.
- Spell level 4: instead of the sucky 4th level damage spells, give him dimension door, fire shield, and improved invisibility. Being invisible will make him mostly immune to counterspells, and negates the trickster god effects. (Note that he has Truesight 120' so this same trick will not work against him)
- Spell level 6/7 Consider replacing one of chain lightning, circle of death or finger of death with freezing sphere or delayed blast fireball - they have the advantage that you can cast them "for free" in a way if you are in time stop.
Enter the fight prepared
At the very least, you should assume he has mind blank going, as that has a 24h duration, and he should have this up every day all the time, even if he is immune to most conditions like charmed or frightened. It also will negate the psychic damage the trickster gods would add, sparing him 40-50 damage or more each round.
Ideally, he should cast some other buff spells upon himself before facing the characters. The adventure only mentions that he appears if the characters kill the Atropal, and doesn't say if or how he prepares. It doesn't sound like there would be a lot of time between the death of the Atropal and his arrival for vengeance. Still, he must realize that whoever was able to destroy the Atropal must be a somewhat dangerous opponent and he should take precautions. For example, he could pre-cast fire shield on himself, to soften up characters that damage him (costs no concentration and lasts 10 minutes).
You may of course play up his "he underestimates the characters" trait instead and play him as arrogantly going in unprepared, believing in both his superiority and relying on his ability to reform. In that case the fight will be a pushover. And that may be OK, too, but here you are asking about how to make the fight non-trivial, within the rules of engagement.
Going first
Acererak has a Initiative bonus of +3 from Dex, not great, and no match for characters that have maxed Dex and initiative boosting features like Alert (+10). What spells can he pre-cast to improve this? There is not a lot unfortunately. The only wizard spell published that improves Initiative is Gift of Alacrity, a subclass specific spell from Adventurer's Guide to Wildemont adding a d8. The only core spell is enhance ability,Cat's Grace option, which will at least give him advantage on the Initiative check as that is a Dex check for an effective +5. It will require his concentration, but he can drop it afterwards.
Dealing with silence
A highly effective tactic against liches is casting silence on the area they are in, so they cannot cast any spells. We killed multiple liches that way in our last campaign. Acererak has an Int of 27 and hundreds of years of experience, he should know that how important it is to avoid silence. There two main things he can try, and ideally he'd be prepared to do both:
- Stop silence from being cast
- Have a way to move out of silence
A direct way to stop silence is to counterspell it. For this reason, you might be careful to not cast shield against an mundane attack until the casters have been taken out, so he can use his Reaction to counterspell.
Getting out of silence
The issue is that once there is silence, he cannot cast any spells with a verbal component to get out - which is basically all of them. He has no natural climb or fly speed and no equipment for it either. The tiny balcony he appears on will not allow him to do move out without plunging into lava. He needs to fix that.
The best way for this is a contingency spell with a trigger that needs no sound. If you allow this in your campaign a contingency dimension door can teleport him out. If you do not allow dimension door, spider climb of fly would work but require concentration. He also could have either of those pre-cast, but then could not boost initiative with enhance ability. (Contingency doesn't need to be on the spell list, as it would have been cast in the past).
As a last measure, he might also be able to steer the sphere of annihilation to create a ledge on which he can walk out of the silence area.
Power Word Kill
The other approach is of course to take out any character that looks like they could cast silence, i.e. cleric, bard, ranger, maybe warlock.
Temporary hit points do not change the character's hit points. If the character has less than 100 hit points, then Power Word Kill just kills them, no save, no nothing.
The adventure is for characters level 1-11. If you assume characters are level 11 at the final encounter, then they would have well below 100 hit points. For example, a cleric that can cast silence with a d8 hit die and +2 from Con would have 8 + 10x5 (taking the sure hits which statistically is better than rolling over many rolls) + 22 hp, or 80 hp. A wizard able to cast counterspell would have 6 + 10x4 + 22 (if they have high enough Con), or 68. Even if they use upcast aid, they wouldn't clear the 100 hit point ceiling at that level.
The characters can try and counterspell the PWK. This will not auto-work, as PWK is a level 9 spell, and counterspell only works reliably if it is of at least the same level as the spell it tries to counter, and an 11th level caster can at best cast it at 6th level. So the player's counterspell needs to overcome a DC of 19 (10 + the target spell's level) with a spellcasting ability check. On 11th level with maximized spellcasting attribute of +5 on the check, that has a 35% chance, as 14 to 20 will succeed to meet the DC.
He also can in turn counter the counterspell, and as actions are his prime resource to consider, he should use a slot high enough the players cannot match it, that is 7th level or up. A second counterspell counterspelling his counterspell for a level 7 cast has a 45% chance to succeed (he won't be able to recounter once more as he only has one Reaction). Both PC counters need to succeed to get through, so overall the players only have about 16% to stop the PWK, if they have two characters that can counterspell, else someone is toast for sure. .
With his second action, he can repeat this process to take out a second character.
With his third action, he could send off someone who he thinks to be of moderate Intelligence into a no-safe maze spell, from which he can be expected to not return before multiple rounds have passed. However, as outlined above, if all characters attack at this stage he likely will be low enough on hits to teleport away.
Time stop
To stay in tune with the narrative of him wanting to dish out punishment, he might first kill one character with PWK, then after eating a ton of damage in return, cast time stop to fortify himself a bit, especially if you do not let him prepare himself. He can use this to cast spells unless they affect
a creature other than you or an object being worn or carried by someone other than you
He can for example, do 1-5 of:
- upcast false life on himself
- cast mirror image on himself
- cast greater invisibility on himself (supposedly these do not stack)
- cast fire shield on himself
- cast wall of force to encapsulate one or two adventurers and remove them from the fight (ideally clerics or fighters less likely to be able to teleport out)
- cast animate dead, to animate who he just killed
- cast freezing sphere as a bead, or delayed blast fireball, to overload the refreshing trickster god temp hp when combined with another damage spell
I think preparation and straight PWK is the stronger approach, but this one might be more fun and flashy for showing off to the players.
Breaking the staff
Lastly, his Staff of the Forgotten One has this action
A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one.
If he is really pissed off, and sees he'll not win the fight, combining this with his 3-action Disrupt Life legendary action on the turn before his own would total up to 174 damage to all around him, without any chance to refresh temp hp. Even after the 50 temporary hp, this has a good chance to kill several characters and allow him to go out with a "boom". He will reform, after all.
1You are playing under the Adventurer's League guidelines, which state under "Adventure Adjustments":
Creature Adjustments. When adjusting an encounter’s difficulty, you may not create new creatures, change the creature’s number of actions, or affect
Challenge Ratings. You may [...] change hit points within the range afforded by their hit dice, and carefully follow non-Challenge-Rating affecting DMG “Minor Alterations” and “Traits” guidance.
The guidance on modifiying creatures in the DMG (p. 279, for the 2014 rules under which this question is) says
Innate Spellcasting and Spellcasting. The impact that the Innate Spellcasting and Spellcasting special traits have on a monster's challenge rating depends on the spells that the monster can cast. Spells that deal more damage than the monster's normal attack routine and spells that increase the monster's AC or hit points need to be accounted for when determining the monster's final challenge rating
So, as long as they do not dead more damage than the spells he already has (e.g. no meteor swarm on 9th), and they do not increase his AC or hp, you can modify the spell list.