Huge Undead, Chaotic Evil
Armor Class 19 Natural
Hit Points 552 (48d20 + 87)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +6, INT +11, WIS +9, CHA +10
Skills Perception +14, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60, Darkvision 120, Passive Perception 23
Languages Common, Draconic, telepathy 120ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

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

Interference Aura. Enemies within 30 feet of the dracolich must make a DC 19 Intelligence saving throw every round to maintain spells that require concentration.

Actions

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

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragolich's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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 dragolich's Frightful Presence for the next 24 hours.

Breath Weapon: A Green Dracolich has two types of breath weapons, a cone of neurotoxic poison gas and a cone of sleep gas.

Poison Breath (Recharge 5–6). The dracolich exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Sleep Breath (Recharge 5–6). The dracolich exhales sleep gas in a 60-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw or fall asleep for 6 rounds on a failed save, or their speed is halved for 3 rounds on successful one.

Change Shape. Artemis magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Artemis' choice).
In a new form, Artemis retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 dragon regains spent legendary actions at the start of its turn.

Detect. The dracolich makes a Wisdom ([Tooltip Not Found]) Check.

Tail Attack. The dracolich makes a tail attack.

Wing Attack (Costs 2 Actions). The dragolich beats its wings. Each creature within 10 feet of the dragolich must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragolich can then fly up to half its flying speed.

Poison Breath (Costs 3 Actions). The dragolich exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Sleep Breath (Costs 2 Actions). The dracolich exhales sleep gas in a 60-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw or fall asleep for 6 rounds on a failed save, or their speed is halved for 3 rounds on successful one.

 

Description

Dracolich

The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and powerful cleric, sorcerer, wizard, but especially powerful spellcasters have been known to coerce an evil dragon undergo the transformation against its will.

The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery regardless of the distance between the phylactery and the dragon's body

A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit's original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon, DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.

 

Lair and Lair Actions

The forest-loving green dragolich sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragolich is easy to spot. A perpetual fog hangs in the air in a legendary green dragolich’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.

At the center of its forest, a green dragolich chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.

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

  • The dragolich summons 2d4 Poison Weird.
  • The dracolich casts Cloudkill (save DC 22). It does not require concentration to maintain.
  • The dracolich casts Blight (save DC 22). The area is a 30-foot cube. The damage is 4d8 on a failed save, or half as much on a successful one.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. 

Regional Effect

The region containing a legendary green dragon’s lair is warped by the dragolich’s magic, which creates one or more of the following effects:

  • Intelligent creatures who sleep within 12 miles of a green dracolich's lair dream of green forests, hills, and mountains. They are peaceful and serene dreams.
  • Thickets form labyrinthine passages within 1 mile of the dragolich's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
    Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within 1 mile of its lair, the dragolich leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragolich’s path.
  • Rodents and birds within 1 mile of the dragon’s lair serve as the dragolich’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the dragolich dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Habitat: ForestSwamp

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