Legendary Resistance (5/Day). If Amara fails a saving throw, it can choose to succeed instead.
Suns Touch. When Amara is in the suns light her attacks and speed are halved. She cannot multiattack or regenerate health.
Deathly Body. Amara cannot be slain by instant death effects, is not effected by spells effects that cause hit point reduction and is not affected by Revivify, Raise Dead, Resurrection, True Resurrection or similar spell effect, unaffected by any magic.
Regeneration. Amara regains 50 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If Amara takes radiant damage or damage from holy water, this trait doesn't function at the start of Amara next turn.
Undead Fortitude. If damage reduces Amara to 0 hit points, it must make a Constitution saving throw with a DC of 5 - the damage taken, unless the damage is radiant or from a critical hit. On a success, Amara drops to 1 hit point instead.
Turn Resistance. Amara has resistance and advantage against effects that turn undead.
Rejuvenation. If it has a phylactery, on death Amara gains a new body in 1d110 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Amara is an 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Amara has the following spells prepared:
Cantrips (at will): Toll the Dead, Chill Touch, Sapping Sting
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 (3 slots): Cloudkill, Scrying
6th level (1 slot): Gravity Fissure, Circle of Death, Chain Lightning, Mass Suggestion
7th level (1 slot): Tether Essence, Reverse Gravity
8th level (1 slot): Maddening Darkness, Reality Break
9th level (1 slot): Time Stop
Multiattack. Amara can use its Frightful Presence. It then makes four attacks: one with its bite or stomp and three attacks with any of the following actions in any combination.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Stomp. Amara stomps on the ground. All other creatures within 60 feet of the dracolich that are touching the ground must succeed on a DC 26 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Instead of dealing damage, Amara can grapple the target (escape DC 30).
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Amara choice that is within 120 feet of the dracolich and 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.
Soul Fire Breath (Every 4 turns). Amara exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) Necrotic damage on a failed save, or half as much damage on a successful one.
Wail (1/Day and when hp is lower than 1/2). Amara releases a mournful wail, provided that Amara isn't in sunlight. This wail has no effect on constructs or undead. All other creatures within 30 feet that have less than 75hp go to 0hp and the rest take 35 (10d6) physic damage.
Nova Bomb(1/Day and when hp is 1/4). Amara creates a glowing purple and green ball for each creature that is currently in combat except Amara. These orbs move towards each creature, and on contact the creature must make a DC 26 Constitution saving throw or take 55 (15d6) psychic damage and 55(15d6) necrotic damage and the creature cannot heal or gain temporary health for three turns. On a successful saving throw the damage taken is halved. If the creatures aren't dead once they heal then they regain an extra 100 hit points.
Consume Life. As a bonus action, Amara can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 24 Constitution saving throw against this magic or die. If the target dies, Amara regains 10 (3d6) hit points and gains one soul.
Detect Life. Amara can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs, only knowing the general direction of them
Deaths Touch. When Amara is hit, she releases a toxic gas and the creature then must make a DC 26 Constitution saving throw or not be able to heal for two turns.
Amara 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. Amara regains spent legendary actions at the start of its turn.
Detect. Amara makes a Wisdom (Perception) check.
Tail Attack. Amara makes a tail attack.
Wing Attack (Costs 2 Actions). Amara beats its wings. Each creature within 15 feet of Amara must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
Disrupt Life (Costs 3 Actions). Each non-undead 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.
Description
A power hungry skinless dracolich named Amara. Green flames pour out of her eyes and mouth. She is a force to be afraid of with, as she has an army of undead, a trapped lair and powerful spells and abilities.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments