Medium Undead, Neutral Evil
Armor Class 21 (natural armor)
Hit Points 315 (33d8 + 165)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
20 (+5)
INT
30 (+10)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws CON +14, INT +19, WIS +14
Skills Arcana +26, History +26, Insight +14, Perception +14, Religion +19
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 24
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Equipment. XenoLich carries both the Staff of the Forgotten One and a Dragon’s Wrath Weapon (Ascendant). He also wears a Ring of Spell Turning.

Legendary Resistance (3/Day). If XenoLich fails a saving throw, he can choose to succeed instead.

Talents. XenoLich (CR 30) can have 11 talents.

Arcane Tradition Type (Order of Scribes): Trait. Talent Cost: 3 (Counts as 3 Talents). XenoLich has mastered knowledge of one arcane tradition from the wizard class of his choice. He gains the features (whatever may apply) of that arcane tradition as if XenoLich is a 18th level Wizard.

Summon Lesser Undead (1/day) Type: Action. Talent Cost: 2 (Counts as 2 Talents). Xenolich summons 3d6 skeletons, 2d8 zombies, 2d6 shadows, 2d4 ghouls, 2d4 spectres, or 1d4 ghasts. A summoned undead appears in an unoccupied space within 60 feet of XenoLich and acts as an ally of Xenolich. It remains for one minute, until it or the XenoLich is destroyed, or until XenoLich dismisses it as an action.

Summon Greater Undead (1/day) Type: Action. Talent Cost: 2 (Counts as 2 Talents). Prerequisite Summon Lesser Undead. XenoLich summons 2d6 wights, 2d6 mummies, 1d6 ghosts, 1d4 vampire spawns, or 1d4 wraiths. A summoned undead appears in an unoccupied space within 60 feet of XenoLich and acts as an ally of XenoLich. It remains for one minute, until it or XenoLich is destroyed, or until XenoLich dismisses it as an action.

Extra Legendary Action Type: Trait. Talent Cost: 2 (Counts as 2 Talents). x2 XenoLich can take 1 additional legendary action before the start of his next turn. XenoLich can retake this talent up to two additional times. The additional legendary action stacks.

Dark Lord's Wrath (Recharges after a Short or Long Rest). If XenoLich would be reduced to 0 hit points, his current hit point total instead resets to 252 hit points and he regains any expended uses of Legendary Resistance along with any expended class features given from his Arcane Tradition. Additionally, XenoLich can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating XenoLich after his Dark Lord's Wrath activates.

Rejuvenation. XenoLich's body turns to dust when he drops to 0 hit points, and his equipment is left behind. XenoLich gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of XenoLich's phylactery, the location of which is hidden.

Spellcasting. XenoLich is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). XenoLich has the following wizard spells prepared:

Cantrips (at will): mage hand, ray of frost, shocking grasp, toll the dead 

1st level (at will): magic missile, shield, silvery barbs 

2nd level (at will): blindness/deafness, hold person

3rd level (at will): animate dead, counterspell, dispel magic 

4th level (3 slots): blight, dimension door, phantasmal killer

5th level (3 slots): cloudkill, negative energy flood, wall of force, synaptic static 

6th level (3 slots): chain lightning, circle of death, disintegrate

7th level (3 slots): finger of death, power word pain, teleport, delayed blast fireball 

8th level (2 slots): power word stun, maddening darkness

9th level (2 slots): power word kill, time stop, blade of disaster 

Turn Resistance. XenoLich has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. XenoLich can use his Invoke Curse. He then makes two attacks: one with his staff and one with his longsword. He can use an at will spell in place of his longsword.

Paralyzing Touch.
Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 22 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.

Staff. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands.

Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 10 (3d6) necrotic damage, or 6 (1d10 + 1) slashing damage plus 10 (3d6) necrotic damage when used with two hands.

Invoke Curse. While holding the Staff of the Forgotten One, XenoLich expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 27 Constitution saving throw or be cursed. Until the curse is ended, the target can’t regain hit points and has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.

Legendary Actions

XenoLich can take 5 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. XenoLich regains spent legendary actions at the start of his turn.

At-Will Spell. XenoLich casts one of his at-will spells.

Melee Attack. XenoLich uses Paralyzing Touch or makes one melee attack with his staff.

Frightening Gaze (Costs 2 Actions). XenoLich fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 22 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 on it, the target is immune to XenoLich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each creature within 20 feet of XenoLich must make a DC 22 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Mythic Actions

If XenoLich's Dark Lord's Wrath trait has activated in the last hour, he can use the options below as legendary actions.

Devastating Swing (Costs 2 Actions). XenoLich makes an attack with the blade of disaster if the spell is currently in use.

Master of the Arcane (Costs 3 Actions). XenoLich casts blade of disaster as an innate spell with no concentration required.

Description

WARNING!!! This Creature is for use in a homebrew setting involving the talent system for 5e found in the DMs Guild! It is vastly over tuned for such a campaign and thus should be judged on those grounds.

Lair and Lair Actions

XenoLich's Lair

XenoLich resides in an enormous, dark citadel called Arriastor, which was created millennia ago by the dark forces of the Shadowfel. It is said that those who enter, are fated to become one with his undead legion. There, within Arriastor, XenoLich awaits the next would-be hero to meet their demise. His influence stretch beyond the walls of the citadel and carpet the ruined floor of his realm.

Lair Actions

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

  • XenoLich prepares for a spell to be upscaled to the 10th level. The next spell that can be upscaled to such a level will be treated as though being cast as a 10th level spell. If another lair action is used before the 10th level spell is cast then the effect goes away.
  • XenoLich recovers a spell slot up to 9th level, every time this lair action is used the spell level recovered goes down by 1.

Regional Effects

The region containing XenoLich's lair is warped by his presence, which creates one or more of the following effects:

  • Spiders and insects within 1 mile of Arasta’s lair serve as her eyes and ears. Birds and other flying creatures are absent from the skies and occasionally found trapped in webs.
  • Within 1 mile of Arasta’s lair, webs fill all 10-foot cubes of open space, so long as the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn.

If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10 days.

Monster Tags: NPC

The_Xeno_Lich

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