Fey Ancestry. Arannis has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Legendary Resistance (3/Day). If Arannis fails a saving throw, it can choose to succeed instead.
Spellcasting. Arannis is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Arannis has the following wizard spells prepared:
Cantrips (at will): chill touch, booming blade, mage hand, message, fire bolt, toll the dead, shocking grasp
1st level (4 slots): shield, absorb elements, faerie fire, feather fall, expeditious retreat,
2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* misty step, arcane lock, hold person
3rd level (3 slots): animate dead,* bestow curse,* fireball, dispel magic, counterspell, slow, glyph of warding,
4th level (3 slots): blight,* dimension door
5th level (2 slots): negative energy flood, cloudkill, dream
6th level (1 slot): circle of death,* create undead*
7th level (1 slot): teleport, symbol, finger of death*
Ritual Spells (only cast as rituals): identify, find familiar, alarm, detect magic, magic mouth
*Necromancy spell of 1st level or higher
Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.
Drain Life. Melee Spell Attack: +10 to hit, range 60 ft., one creature. Hit: 15 (3d10) necrotic damage. Arannis regains hit points equal to the hit points drained.
Backstab. When a creature makes a melee weapon attack against Arannas and misses, Arannis uses his reaction to backstab them with his necrotic dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d4 + 4) necrotic damage.
Arannis 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.
Summon or Destroy Undead. Arannis can choose to Summon an undead Shadow or Wraith for 1 minute with 13 extra hit points. Only 1 wraith can be under his control at a time. Alternatively, Arannis can choose to destroy up to 3 undead creatures within 60 feet of him.
Cantrip. Arannis casts a cantrip.
Spell (Costs 2 Actions). Arannis casts a spell of 4th level or lower.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Arannis can take a lair action to cause one of the following magical effects; Arannis can’t use the same effect two rounds in a row:
- Arannis 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.
- Arannis calls forth the spirits of creatures that died in his lair. These apparitions materialize and frighten one creature that he can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw or be paralyzed until initiative count 20 on the next round.
- Arannis summons an undead skeleton or zombie of CR 1/4 or lower. This creature has 13 extra hit points
Comments