Medium Undead, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 195 (15d8 + 54)
Speed 30 ft., Fly 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +9, INT +9
Skills Arcana +9, Deception +10, Persuasion +10
Damage Resistances Cold, Fire, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 12
Languages Common plus up to five other languages
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Elemental Gift (5/Day). As a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Weave's Blessing. When the weave litch reduces a target to 0 hp, the litch gains 25 temporary hp.

Spellcasting. The lich is an 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The lich has the following spells that it can innately cast, requiring only verbal components.

At will: mage hand, chill touch, shape water , minor illusionspeak with dead , disguise self

1/Day each:

hellish rebuke(5d10), sleet storm, counterspell, slowcontrol waterbanishment, dimension doorconjure elemental, cone of coldmental prisonfinger of death, dominate monster

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

Magic Resistance. The litch has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The lich makes four enhanced eldritch blast attacks.

Enhanced Eldritch Blast. Ranged  Spell Attack: +10 hit, range 300ft. One target. Hit: 10 (1d20+5) force damage. On a successful hit, the lich can push the target 10 ft away from it in a straight line.

Maddening Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or be blindedstunned, and deafened sensing only the hallucinatory terrain and events. The hallucinations play on aspects of the creature's deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hurl through the Abyss. The lich targets a creature it can see within 30 ft of it. The creature must succeed a Wisdom saving throw DC18. On a failed save the creature is paralyzed and is instantly transported through the lower planes. They disappear and are hurtled through a nightmare landscape. At the end of the lich's next turn, the target returns to the space it previously occupied or the nearest unoccupied space. If the target is not an elemental, it takes (55 10d10) psychic damage and is no longer paralyzed. They must then succeed in another Wisdom saving throw or be frightened until the end of the lich's next turn as it reels from its horrific experience.

Legendary Actions

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

At will spell. The lich casts a spell that it can cast at will

Maddening Touch (Costs 2 Actions). The lich uses its Maddening Touch.

Weave's Resilience. The lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical or silver weapons ignores this resistance.

Weave Vitalization (Costs 3 Actions, 1/Day).  The lich entreats the Weave for aid, regaining all spell slots.

CallistoTheCrow

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