Large Plant, Any Evil Alignment
Armor Class 19 (natural armor)
Hit Points 242 (22d10 + 132)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
22 (+6)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws STR +11, CON +13, WIS +12
Skills Arcana +9, Athletics +11, Insight +12, Nature +9, Perception +12
Damage Vulnerabilities Fire
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 60 ft., Passive Perception 22
Languages Common, Druidic, Primordial, Sylvan
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the blight lich fails a saving throw, it can choose to succeed instead.

Complex Nature. The blight lich's creature type is plant, fey, and undead.

Rejuvenation. If it has a phylactery, a destroyed blight lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The blight lich is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The blight lich has the following druid spells prepared:

Cantrips (at will): frostbite, guidance, mending, produce flame, thorn whip

1st level (4 slots): cure wounds, detect magic, entangle, ice knife

2nd level (3 slots): heat metal, hold person, pass without trace

3rd level (3 slots): call lightning, conjure animals, dispel magic

4th level (3 slots): blight, polymorph, wall of fire

5th level (3 slots): antilife shell, conjure elemental, contagion

6th level (1 slot): primordial ward, sunbeam, wind walk

7th level (1 slot): reverse gravity, plane shift

8th level (1 slot): feeblemind, animal shapes

9th level (1 slot): shapechange

Actions

Multiattack. The blight lich makes 2 melee attacks.

Draining claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 4) slashing damage. The target must succeed on a DC 18 Constitution saving throw or be poisonned for 1 minute, a poisonned creature looses 5 (2d4) hit points at the start of it's turn, and the blight lich regains that much hit points if it's standing in a 40ft radius from the poisonned creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The blight lich 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. The blight lich regains spent legendary actions at the start of its turn.

Cantrip. The blight lich casts a cantrip.

Draining Claws (Costs 2 Actions). The blight lich takes the multiattack action.

Summon Blight (Costs 2 Actions). The blight lich summons blight creatures in a 60ft radius around itself, either 8 twig blights, 4 needle blights, or 2 vine blight.

Disrupt Life (Costs 3 Actions). Each non-undead or plant creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

A blight lich is created when a chaotic druid hungers for more power and mentally snaps, then using their mastery over nature to turn themselves into an undead plant abomination, like a regular lich would do, and take over what they seek.

Lair and Lair Actions

A Blight Lich’s Lair

A blight lich, often haunts the abode it favored in life, such as a lonely grove, ruins of empires lost deep in forests, or various locations meaningful to some druidic circles, preventing any usage of theses sites. Alternatively, some liches construct secret groves filled with powerful guardians, hazards and traps.

Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound animals, plants creatures and feys lurk in shadowy recesses, emerging to destroy those who dare to disturb the blight lich’s work.

A lich encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:

  • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
  • The lich calls forth the deranged spirits of nature that live in its lair. These apparitions materialize and attack 3 creatures that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, gaining 1 level of exhaustion on a failed save. The apparitions then disappear.
_Lucanoptek_

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