Undead Fortitude. If damage reduces the zombie 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, the zombie drops to 1 hit point instead.
Natural regen: At the top of its turn regains 5 hp unless taken radiant damage beforehand
Multiattack. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. .
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Tail (When flying replaces bite). Melee Weapon Attack: +6 to hit, reach 15ft cone dex save 14. Hit: 8 (1d8 + 4) Blugending damage.
Decaying Breath (Recharge 5-6) The dracolich exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 7 (2d6) necrotic damage on a failed and takes 3 necrotic each turn, ends on a DC 15 con or Wis save, half as much damage on a successful one.
Spin: Dex save 14, fail (1d6) pushed 10ft back, successful take half damage and move 5ft back
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/18/2021 5:58:51 PM
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3
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2
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1
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Coming Soon
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