Huge Undead, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
24 (+7)
DEX
10 (+0)
CON
25 (+7)
INT
18 (+4)
WIS
16 (+3)
CHA
23 (+6)
Saving Throws DEX +6, CON +13, WIS +9, CHA +12
Skills Perception +13, Stealth +6
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

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

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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.

Poison Breath (Recharge 5–6). The dracolich exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) poison damage on a failed save, or half as much damage on a successful one.

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.

Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.

Lair and Lair Actions

A Green Dracolich's Lair

Green dracoliches lair in dense forests, dwelling in forest caverns, clearings or enchanted bodies of water. Enchanted forests with an abundance of wildlife and primitive creatures are the most highly prized green dracolich lairs, creating hoards of minions to be able to defend its' master when it deems necessary.

A green dracolich usually doesn't spend much time outside of its' lair, preferring to bait travelers into its' lair to either manipulate them or add their various possessions to its' hoard. A green dracolich prides itself on its' sharp tongue and will take extreme pride and joy in controlling other creatures, especially sentient creatures.

The lairs of green dracoliches often are scattered with wildlife, both beasts and plants alike. It's very common to find a vast array of deadly poisonous fauna in or around a green dracolich's lair.

Lair Actions

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

  • Poisonous gas erupts from a point on the ground the dracolich 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) poison 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 dracolich. Each creature other than the dracolich on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Toxic fumes form a cloud in a 20-foot-radius sphere centered on a point the dracolich 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 green 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 dracolich's lair.
  • Water sources within 1 mile of the lair are tainted by the encroaching toxic fumes.
  • Rocky fissures within 1 mile of the dracolich's lair form portals to the Feydark, allowing fey creatures into the world to dwell nearby.

If the dracolich dies, these effects fade over the course of 1d10 days.

Habitat: ForestGrasslandHill

SereneLogic

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