Medium Undead, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +9, INT +8, WIS +11
Skills Arcana +17, Insight +9, Nature +12, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The lich has the following druid spells prepared:

Cantrips (at will):  druidcraft,  produce flame,  thorn whip,  thunderclap

1st level (4 slots): charm person, detect magic,  [Tooltip Not Found],  thunderwave  

2nd level (3 slots):  flaming sphere,  hold person,  spike growth, 

3rd level (3 slots): call lightning,  dispel magic,  tidal wave, 

4th level (3 slots):  blight,  giant insect,  ice storm, 

5th level (3 slots):  contagion,  insect plague,  wrath of nature, 

6th level (1 slot):  wall of thorns 

7th level (1 slot):  whirlwind 

8th level (1 slot):  Tsunami 

9th level (1 slot):  shapechange 

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

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.

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.

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

Frightening Gaze (Costs 2 Actions). The lich 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 lich's gaze for the next 24 hours.

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.

Description

The creation of a blight lich is different from that of the normal lich. Once a druid, so completely infused with necromantic magic as to become a blight lich. It tends to continue to protect nature against civilization, but the way they define nature is vastly different.

Their undead nature makes them view anything that is undead as being inherently better than anything alive. Around the areas of their control, more and more animals in the forest will become undead, making the trek through the area much creepier and quieter than it would otherwise be.

A blight lich's phylactery is usually made from an animal skull that will glow softly in the dark. 

If a blight lich's phylactery is destroyed but it is not, it can construct a new phylactery. This takes 30 days of ritualistic preparation, followed by a ninth level spell slot spent to recall their soul and infuse it into a new vessel. Once this is complete, the new phylactery has the same function as the old one.

Lair and Lair Actions

The Blight Lich

While the Blight Lich often haunts the same area it favored in life, being undead makes it somewhat anathema to the nature that once suited them. Instead, they prefer underground lairs, such as a temple basement or a dungeon. Alternatively, some blight liches will lay claim to an area of nature, and begin to twist that nature to suit their needs. 

 

Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.

The lair of the blight lich is so twisted that it makes movement both dangerous and difficult. The ground is covered in thorny vines, which get thornier and bigger the deeper into the lair one goes. The ground counts as difficult terrain. In addition, any movement beyond 20ft in a round causes 1d4 damage per five feet of movement. It's as if the thorns grow and reach for those who move too quickly.

A blight lich encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

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

  • The lich causes the thorny vines to lash out. All creatures on the ground must make a DC 18 Dexterity saving throw. The thorns do 4d8 (16) damage on a failed saving throw, or half as much on a success.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
  • The lich calls forth the spirits of the twisted land around it. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Habitat: Forest

NotThatDoctor

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