Medium Undead, Lawful Evil
Armor Class 21 +3 Plate
Hit Points 312 (22d10 + 110)
Speed 60 ft., (hover) , Walk 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
20 (+5)
INT
14 (+2)
WIS
26 (+8)
CHA
12 (+1)
Saving Throws CON +12, INT +9, WIS +15
Skills Arcana +8, Athletics +9, Insight +14, Medicine +14, Perception +14, Survival +14
Damage Resistances Cold, Lightning, Necrotic, Radiant
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Truesight 120 ft., Passive Perception 24
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Rejuvenation. If it has a phylactery, a destroyed Bright Lord gains a new body in 1d6 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The Bright Lord is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The Bright Lord has the following cleric spells prepared:

 Cantrips (at will): guidance, minor illusion, resistance, sacred flame, thaumaturgy, toll the dead, word of radiance

1st level (4 slots): bane, bless, cure wounds, false life, guiding bolt, inflict wounds, ray of sickness, shield of faith

2nd level (3 slots): blindness/deafness, hold person, [Tooltip Not Found], silence, spiritual Weapon

3rd level (3 slots): animate dead, bestow curse, dispel magic, mass healing word, revivify, vampiric touch

4th level (3 slots): banishment, blight, death ward, freedom of movement, guardian of faith 

5th level (3 slots): antilife shell, cloudkill, dawn, flame strike, mass cure wounds

6th level (1 slot): harm, planar ally

7th level (1 slot): fire storm, plane shift

8th level (1 slot): antimagic field

9th level (1 slot): holy shock, mass heal

Turn Immunity. The Bright Lord is immune to any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 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.

Legendary Actions

The Bright Lord 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 Bright Lord regains spent legendary actions at the start of its turn.

Cantrip. The Bright Lord casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The Bright Lord uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The Bright Lord fixes its 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 Bright Lord's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the lich 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.

Lair and Lair Actions

A Bright Lord's Lair

 

Lair Actions

On initiative count 20 (losing initiative ties), the Bright Lord can take a lair action to cause one of the following magical effects; the Bright Lord can’t use the same effect two rounds in a row:

  • The Bright Lord 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 Bright Lord targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Bright Lord to the target. Whenever the Bright Lord takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the Bright Lord 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 Bright Lord or the target is no longer in the Bright Lord's lair.
  • The Bright Lord calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the Bright Lord can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
The_writer_DM

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