Medium Fey, Neutral Good
Armor Class 15 (natural armor)
Hit Points 155 (18d8 + 50)
Speed 30 ft., Fly 0 ft. levitate
STR
10 (+0)
DEX
16 (+3)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +11, INT +12, WIS +10
Skills Arcana +19, History +12, Insight +9, Perception +9, Religion +11
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 21
Languages Common plus up to five other languages, Elvish, Telepathy 50ft
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Spellcasting. The Baelnorn is an 20th-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, prestidigitation, ray of frost, 

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): [Tooltip Not Found], counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (3 slot): disintegrate, globe of invulnerability

7th level (2 slot): finger of death, plane shift

8th level (2 slot): dominate monster, power word stun

9th level (1 slot): wish

Legendary Resistance 3/day. If the Baelnorn fails a saving throw it can choose to succeed instead.

 

Actions

Paralyzing Touch. Melee 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.

Spiritual Wraith. The Baelnorn creates a spectral copy of itself, this Wraith has its own initive and is the same allignment as the Baelnorn. The wraith cannot go outside of 1 mile from the Baelnorn. Once used the Baelnorn cannot use this ability until the next dawn. The Wraith lasts for 3 hours or until it is slain. These wraiths are immune to spells that turn the undead and dispel magic. They have half as many hit points as the Baelnorn and now all of its spells 5th level or lower. 

Legendary Actions

The Baelnorn 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.

Wizardry. The Baelnorn casts a 1st level spell as a 5th level without taking a spell slot.

Paralyzing Touch (Costs 2 Actions). The Baelnorn uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The Baelnorn fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Baelnorn's gaze for the next 24 hours.

 

Description

At the end of the 1,500 year long lifespan for an elf it can go through a magical metamorphasis and achive a sort of undead form. This form doesn't require a phylactry and are often done by Noblility to remain in power, and powerful beings to keep their lives. Baelnorn still keep the good that was in their elven hearts.

ArathorWarpick

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