Devil's Sight. Magical darkness doesn't impede Zephyr's darkvision.
Magic Resistance. Zephyr has advantage on saving throws against spells and other magical effects.
Spellcasting. The lich is an 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +10 to hit with spell attacks). Zephyr 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 (2 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
Illusionist. Zephyr can remove his magical hat and becomes indistinguishable from another medium humanoid. When he uses this ability his attacks change according to the form of the new creature, if he didn't put his claws in his new form then he can't use them and the same with other actions.
Lich Nature. Zephyr has a magical hat that acts as a portal to his lair, as long as it exists then he doesn't display the undead look of a lich. He can stow the hat in a demiplane but it appears within 5 feet of him when he dies and he regenerates inside of it in 1d8-1 days where his philactery is. If the hat is ever destroyed he can make a new one appear in a location he has been in before from inside his lair.
Undead Aura. Any creature who is hostile against Zephyr who starts there turn within 20ft. of him must make a DC 15 constitution saving throw or take 8 (2d8) necrotic damage. Zephyr also deals an extra 4 (1d8) necrotic damage with his melee attacks (included in the attacks).
Multiattack. Zephyr makes three attacks: two with his claws and one with its tail. He can replace his tail attack with his blood drain if he can use it and can use a spell instead of one of his claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 4) slashing damage plus 4 (1d8) necrotic damage.
Tail Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 24 (6d8) necrotic damage, and the target must succeed on a DC 19 Constitution saving throw or become stunned until the end of it's next turn.
Blood Drain (recharge 5-6). Zephyr targets one creature within 60ft. of him, that creature must make a DC 19 constitution saving throw or take 55 (10d10) necrotic damage or half as much on a successful save. Zephyr heals an amount of health equal to the amount of damage he deals with this attack.
Zephyr 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. Zephyr regains spent legendary actions at the start of its turn.
Cantrip. Zephyr casts a cantrip.
Claw. Zephyr uses claw.
Frightening Gaze (Costs 2 Actions). Zephyr fixes his gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic 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, the target is immune to the Zephyr's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Zephyr must make a DC 17 Constitution saving throw against this magic, taking 21 (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), Zephyr can take a lair action to cause one of the following magical effects; Zephyr can’t use the same effect two rounds in a row:
- Zephyr 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.
- Zephyr targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Zephyr to the target. Whenever Zephyr takes damage, the target must make a DC 17 Constitution saving throw. On a failed save, Zephyr 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 Zephyr or the target is no longer in Zephyr's lair.
- Zephyr 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 43 (12d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.







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