Arcane Combat. Krethis uses his intelligence modifier when making melee or ranged weapon attacks. When casting a spell that targets a single adjacent creature, he may do so through his longsword, adding the weapon's damage to the spell's effects. Additionally, he does not suffer disadvantage from making a ranged spell attack when casting a spell that is within 5 feet of a hostile creature.
Legendary Resistance (3/Day). If Krethis fails a saving throw, he can choose to succeed instead.
Rejuvination. Krethis' phylactery is an energy crystal located within the bowels of his lair. If destroyed, his body is reformed within the crystal within 1d10 days, at which time he emerges with full hit points and fully reformed.
Spellcasting. Krethis is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Krethis has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp
1st level (4 slots): grease, feather fall, magic missile, shield, thunderwave
2nd level (3 slots): hold person, ray of enfeeblement, scorching ray
3rd level (3 slots): counterspell, fireball, vampiric touch
4th level (1 slot): dimension door, greater invisibility
Spell Combat. Krethis makes two attacks with his longsword, and can also cast a spell with a casting time of 1 action as a bonus action.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Paralyzing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 16 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.
Krethis 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. Krethis regains spent legendary actions at the start of his turn.
Cantrip. Krethis casts a cantrip.
Move. Krethis moves up to his speed without provoking opportunity attacks.
Paralyzing Touch (Costs 2 Actions). Krethis uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Krethis fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 16 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 Krethis' gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Krethis must make a DC 16 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
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Lair and Lair Actions
Krethis' lair is the former location of his old adventuring party. (More description to come).
Lair Actions
On initiative count 20 (losing initiative ties), Krethis takes a lair action to cause one of the following effects; Krethis can’t use the same effect two rounds in a row:
- Krethis rolls a d4 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
- Krethis targets one creature he can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever Krethis takes damage, the target must make a DC 16 Constitution saving throw. On a failed save, Krethis 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 Krethis or the target is no longer in the his lair.
- Krethis calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that Krethis can see within 60 feet of him. The target must succeed on a DC 16 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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