Huge Undead, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 425 (20d20 + 184)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
28 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +7, CON +15, WIS +9, CHA +13
Skills Perception +14, Stealth +6
Damage Resistances Necrotic
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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

Innate Spellcaster. Dragons are innately magical creatures that can master a few spells as they age. It is an 18th level spellcaster, its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The dracolich has the following spells prepared:

Cantrips (at will): Fire bolt

1st level (2 slots): shield, magic missile

2nd level (2 slots): invisibility, mirror image

3rd level (2 slots): fireball, counterspell

6th level (2 slots): disintegrateglobe of invulnerability

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

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

Actions

Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dracolich’s choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 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.

Fire Breath (Recharge 5–6). The dracolich exhales fire in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 73 (21d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Magical Absorption. On any successful save against a magical effect, the dracolich rolls a d6 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

Legendary Actions

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

Detect. The dracolich makes a Wisdom (Perception) check.

Tail Attack. The dracolich makes a tail attack.

Immolate.  The dracolich lights ablaze. Each creature within 10 feet of the dracolich must make a DC 21 Dexterity saving throw and move out of range of the effect or take 23 (4d6+9) fire damage. Any creature that chooses to remain within range of the aura takes half damage on a successful save.

Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.

Lair and Lair Actions

Lair Actions

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

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

 

 

Regional Effects

The region containing a legendary dracolich’s lair is warped by the dracolich’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dracolich dies, and it's phylactery, these effects fade over the course of 1d10 days.

Habitat: HillMountain

Tymmy

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