Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
Turn Immunity. The demilich is immune to effects that turn undead.
Howl (Recharge 5–6). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 14 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. A creature can only be frightened in this manner once in a 24 hour time span.
Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 17 Constitution saving throw or take 18 (5d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.
The demilich 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 demilich regains spent legendary actions at the start of its turn.
Flight. The demilich flies up to half its flying speed.
Energy Drain (Costs 2 Actions). Each creature within 30 feet of the demilich must make a DC 14 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.
Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Terry Blackheart was a destroyed lich whose soul was returned via a ritual to the god Myrkul. His power is limited without his body, which was not returned with him. All he has is his skull, and a very little amount of dust from the bones of his followers. The skull itself is cracked and seared by holy radiance (religion/arcana DC 12) across the crown of the head. The jaw is missing several teeth, and fracture patterns near the jawbone roughly show the pattern of a fist (nature DC 14).
Blackheart has loyal followers from the remains of his cult during his lichdom. There are 5 necromancers, 3 clerics of Myrkul, and one skeleton paladin of Altzmyr in his cult. They are the ones who participated in the ritual to bring him back.
Lair and Lair Actions
Blackheart's lair has been moved from his original Lich lair to the catacombs beneath the city of Eale which is his cult's headquarters. There are still skeletons buried in the catacombs.
Lair Actions
On initiative count 20 (losing initiative ties), the demilich rolls a d20. On a result of 12 or higher, the demilich takes a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.
- The room trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone.
- The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
- The catacombs raises 1d4 skeleton archers in the nearest burial chamber. They spend their action this turn moving to the demilich and are preoccupied with protecting it, striking only those close to the demilich. If any skeletons are still alive when this lair action is used again, they crumble to the floor as inanimate skeletons. These skeletons cannot be raised for 2 hours.
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