Gargantuan Undead, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 465 (29d20 + 160)
Speed 40 ft., Fly 80 ft., Swim 40 ft., Climb 40 ft.
STR
25 (+7)
DEX
16 (+3)
CON
28 (+9)
INT
26 (+8)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +14, DEX +10, CON +16, INT +15
Skills Arcana +12, Deception +16, History +12, Insight +9, Intimidation +9, Perception +16, Stealth +14
Damage Resistances Acid, Damage Dealt By Traps
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Truesight 120 ft., Passive Perception 19
Languages Draconic and common plus up to five other languages
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (6/Day). If the dracolich fails a saving throw, it can choose to succeed instead.  it regains 3 uses each time it inhabits a new body.

Rejuvenation. If it has a phylactery, a destroyed dracolich gains a new body when it finds a new dragon corps to use, regaining all its hit points and becoming active again. 

Spellcasting. The dracolich is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). The dracolich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

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

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability, create undead

7th level (1 slot): finger of death, plane shift, teleport, reverse gravity, forcecage

8th level (1 slot): dominate monster, power word stun, antimagic field, mind blank, incendiary cloud

9th level (1 slot): power word kill, prismatic wall

Turn Immunity. The dracolich has immunity to any effect that turns undead.

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes the following attacks: one with its bite or breath weapon, two with its claws, strength drain, or paralyzing touch attack, and 1 with its tail.

Paralyzing Touch. Melee Spell Attack: +14 to hit, reach 10 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.

Bite. Melee Weapon Attack: +0 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning 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 19 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 12 hours.

Necrotic Breath (Recharge 5–6). The dragon exhales acid in a 90-foot line that is 15 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 77 (14d10) necrotic damage on a failed save, or half as much damage on a successful one.

Strength Drain. melee weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Reactions

Enlarged Area Presence. Any time a creature enters a 5ft. zone around the dracolich they provoke a free opportunity attack, +5 to hit, reach 5tf. hit: 7 (1d6 piercing, 1d6 bludgeoning).  This feature can only effect a creature once per turn and does not use or replace the dracolich's reaction.  

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.

Spell (Costs 2 Actions). The dracolich casts a spell.

Paralyzing Touch (Costs 2 Actions). The dracolich uses its Paralyzing Touch at range 5 ft.

Frightening Stare (Costs 2 Actions). The dracolich fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 25 Wisdom saving throw 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 for it.

Disrupt Life (Costs 3 Actions). Each living creature within 40 feet of the dracolich 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.  the dracolich heal half the total damage dealt. 

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 dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Dracolich's  Lair

A dracolich encountered in its lair has a challenge rating of 26 (90,000 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 dracolich 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 dracolich regains 6d6 hit points. If it has no missing health to regain the remaining healing is converted to temporary hit points.
  • The dracolich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the dracolich to the target. Whenever the dracolich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the dracolich 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 dracolich or the target is no longer in the dracolich's lair.
  • The dracolich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the dracolich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.  if the target is a humanoid and dies from this or the target is already dead humanoid it gets raised as a ghoul under the dracolich's control.  If it is not a humanoid, it is raised as an appropriate skeleton.
  • Pools of shadows 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 knocked prone.
  • Magical darkness spreads from a point the dracolich chooses within 60 feet of it, filling a 30-foot-radius sphere until the dracolich dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 4th level or lower, the spell that created the light is dispelled.

Monster Tags: NPCundead

Chipchar

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