Tiny Undead, Lawful Evil
Armor Class 8 (natural armor)
Hit Points 5 (1d6 + 2)
Speed 0 ft.
STR
1 (-5)
DEX
1 (-5)
CON
18 (+4)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +9, INT +10, WIS +7
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold, Fire, Lightning, Necrotic, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned, Prone, Restrained
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Common, Deep Speech, Draconic, Dwarvish, Goblin, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Spellcasting. The lich is an 19th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, toll the dead, frostbite

1st level (5 slots): catapult, frost fingers, ice knife, charm person

2nd level (4 slots): enlarge/reduce, detect thoughts, alter self, mirror image

3rd level (4 slots): animate dead, summon undead, vampiric touch, fireball

4th level (3 slots): blight, fire shield

5th level (2 slots): danse macabre, scrying

6th level (2 slot): disintegrate, globe of invulnerability, Create Undead, [magic jar

7th level (1 slot): finger of death, teleport

8th level (1 slot): clone, abi-dalzim's horrid wilting

9th level (1 slot): invulnerability

Turn Vulnerability. Zik has disadvantage on saving throws against any effect that turns undead.

Actions

Chilling Glare. Ranged Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.

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.

Cantrip. The lich casts a cantrip.

Chilling Glare (Costs 2 Actions). Zik uses Chilling Glare

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.

Lair and Lair Actions

 

Lair Actions

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

Zoroark6

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