Gargantuan Undead, Chaotic Evil
Armor Class 24 (natural armor)
Hit Points 420 (24d20 + 168)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
15 (+2)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +9, CON +14, WIS +10, CHA +12
Skills Perception +16, Stealth +9
Damage Resistances Bludgeoning, Damage from Spells
Damage Immunities Necrotic
Condition Immunities Paralyzed, Poisoned, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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

Actions

Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage and 3 (1d6) cold damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 3 (1d6) cold damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) cold damage.

Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.

Decaying Breath (Recharge 5–6). The dracolich exhales miasma in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Con save saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one.

Paralyzing Gaze (Recharge 5-6). The gaze of a dracolich's glowing eyes can paralyze  a victim within 40 feet who fail a DC 25 Con save. If the saving throw is successful, the character is forever immune to the gaze of the dracolich. If it fails, the victim is paralyzed for 2d6 rounds, then is forever immune.

 

Legendary Actions

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

Detect. The dracolich makes a Wisdom (Perception) check.

Tail Attack. The dracolich makes a tail attack.

Wing Attack (Costs 2 Actions). The dracolich beats its wings. Each creature within 15 feet of the dracolich must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.

Lair and Lair Actions

Black dracolichs dwell in swamps on the frayed edges of civilization. A black dracolich's lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dracolich 's victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

Lair Actions

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

  • Pools of water that the dracolich can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dracolich chooses within 120 feet of it. The cloud spreads around corners and remains until the dracolich dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Two undead dracolich cultists are summoned, initiative 20, who focus solely healing the dracolich through dark magic. The have unlimited ability to use a unique spell called "Unholy Devotion," which heals an object of worship, regardless of if it could normally be healed, for 2d8. A max of five cultists may be present at a time. 

Regional Effects

The region containing a legendary black dracolich's lair is warped by the dragon’s magic, which creates the following effect:

  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dracolich that drink such water regurgitate it within minutes.
    Fog lightly obscures the land within 6 miles of the lair.

If the dracolich dies or moves, the effect fades over 1d10 days.

Habitat: Swamp

CuteKillerKat

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