Tiny Undead, Chaotic Evil
Armor Class 10 (natural armor)
Hit Points 60 (13d8 + 54)
Speed 30 ft., It's a hover.
STR
1 (-5)
DEX
12 (+1)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws CON +2, INT +4, WIS +4
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Common plus up to five other languages Only languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Legendary Resistance (1/Day). If the crumbling demilich fails a saving throw, it can choose to succeed instead.

 

Turn Resistance. The demilich has advantage on saving throws against any effect that turns undead.

Actions

Howl (Recharge 2-5). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 10 Constitution saving throw or drop to 5 hit points. On a successful save, the creature is frightened until the end of its next turn. 

Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 10 Constitution saving throw or take 10 (3d4) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Legendary Actions

A crumbling demilich can take 2 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 demilich regains spent legendary actions at the start of its turn.

 

Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 10 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.

Flight. The demilich flies up to half its flying speed.

Lair and Lair Actions

A Lich’s Lair

A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests the demilich's skull and the dust from its other bones. In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits. A crumbling demilich in its lair has a challenge rating of 4 (1,100 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the demilich rolls a d20. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row. 

  • The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone.
  • The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until the next round.
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