Small Undead (Half-Elf), Lawful Evil
Armor Class 18 Natural Armour
Hit Points 284 (21d12 + 140)
Speed 60 ft., Climb 50 ft.
STR
12 (+1)
DEX
22 (+6)
CON
20 (+5)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +12, CON +11, WIS +7, CHA +10
Damage Resistances Acid, Cold, Fire, Lightning, Bludgeoning from non magical attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 17
Languages Common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Arabella has advantage on saving throws against spells and other magical effects.

Regeneration. Arabella regains 25 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Arabella dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Quickened Spell (5/day). When Arabella casts a spell that has a casting time of 1 action she change the casting time to 1 bonus action for this casting.

Spellcasting. Arabella is a 9-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 19, +11 to hit with spell attacks). Arabella has following sorcerer  spells prepared:

1st level (4 slots): ray of sickness, disguise selfshield

2nd level (3 slots): blindness/deafness misty stepblur

3rd level (3 slots): blink, counterspell

4th level (2 slots): blight

Innate Spellcasting: Once per day Arabella can cast time ravage

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

Actions

Multiattack. Arabella can use her Frightful Presence. She also makes three attacks: two with her claws and one with her bite.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 4) slashing damage and 11 (3d6) cold damage 

Bite. Melee Weapon Attack: +14 to hit, reach 5ft, one creature. Hit: 11(1d12+4) piercing damage. The creature must then make a DC 19 Constitution saving throw or take an additional 4d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Frightful Presence. Each creature of Arabella's choice that is within 60 feet of her and can see or hear her must succeed on a DC 18 Wisdom saving throw or become frightened of her for 1 minute. The frightened 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 Arabella's Frightful Presence for the next 24 hours.

Legendary Actions

Arabella can take 4 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. Arabella regains spent legendary actions at the start of her turn

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 4) slashing damage and 11 (3d6) cold damage.

Move. Arabella moves up to her speed without provoking opportunity attacks.

Life Energy Absorption (Costs 2 Actions). Ranged Spell Attack: +12 to hit, range 60/120ft, one creature. Hit 25 (5d8) necrotic damage. The creature must then make a DC 17 Constitution saving throw or gain a point of exhaustion.

Disrupt Life (Costs 3 Actions). Each creature within 30 feet of the Arabella must make a DC 17 Constitution saving throw, taking 27 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

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:

  • Arabella rolls a d8 and regains a spell slots equal to that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Arabella 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.
  • Arabella calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (8d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2020 10:21:38 PM
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4/12/2020 10:25:11 PM
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4/14/2020 7:59:54 AM
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5/13/2021 5:42:39 PM
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Sandor98

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