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.
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: +13 to hit, reach 10 ft., 1 target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) acid damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., 1 target. Hit: 16 (2d8 + 7) [damage type] damage.
Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and is aware of it must succeed on a DC 18 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.
Acid Breath (Recharge 5-6). The dracolich spews acid in a 90-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 20 Dexterity saving throw, taking 66 (12d10) acid damage on a failed save or half as much damage on a successful one.
The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action 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 (Costs 1 Action). The dracolich makes a Wisdom (Perception) check.
Tail Attack (Costs 1 Actions). The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way the dracolich can fly up to half its flying speed.
Lair and Lair Actions
The dracolich's lair is a dark cave containing several pools of acid, some of which occasionally erupt toxic fumes.
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:
- Part of the ceiling collapses above one creature that the dracolich can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of ash swirls about in a 20-foot-radius sphere centered on a point the dracolich can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
- The dracolich manipulates the acid that has pooled up in its lair, causing it to bubble over and erupt. Any creature within 10 feet of an acid pit must make a DC 15 Dexterity saving throw or take 10 (3d6) acid damage. Failing the save by 5 or more will cause the creature to be dragged into the pit, where it will continue to take 4 (1d8) acid damage at the start of each of its turns.
Regional Effects
The region containing a legendary dracolich’s lair is a damp, bare swampland, which experiences one or more of the following effects:
- The surrounding area within 4 miles of the lair experiences acid rain, often wearing away at the dracolich's own lair and nearby surroundings.
- Acid often pools within the dracolich's lair. A creature submerged in the acid will take 4 (1d8) acid damage per turn until it dies, escapes or is removed from the pool.
- Due to the adverse weather conditions, the area surrounding the dracolich's lair is often barren. Only creatures with a built-in resistance or immunity to acid can survive long periods of time within the region.
If the dracolich dies, these effects fade over the course of 1d10 days.
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