Amphibious. The dracolich can breathe air and water.
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 or other magical effects.
Living Shadow. While in dim light or darkness, the dracolich has resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dracolich can take the hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the dracolich has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.
Innate Spellcasting. The dracolich's innate spellcasting ability is Charisma (spell save DC 26, + 18 to hit with spell attacks). it can innately cast the following spells, requiring no material components:
9/day: meteor swarm, invulnerability, true resurrection, wish, weird, time stop, power word kill, power word heal, foresight
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: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 26 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.
Breath Weapons (Recharge 5–6). The dracolich uses one of the following breath weapons.
Shadow Breath. The dracolich exhales shadowy fire in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 71 (13d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid creature reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragons initiative count. the shadow is under the dragons control.
Weakening Breath. The dracolich exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Change Shape. The dracolich magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dracolich's choice).
In a new form, the dracolich retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 wings. Each creature within 15 feet of the dracolich must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
Description
It is quite rare to find an aincent dragon, or a gold dragon. It is rarer still to encounter a shadow dragon. a dracolich is one of the rarest sights any adventures speak of, and a dragon who has mastered arcane arts is even rarer still. Having all five of these traits apply to one dragon is nigh impossible. That being said, here it is. a dragon possibly older than time, darker than the shadow it lurks in, and more magically inclined than any spellcaster could ever hope to become.
Lair and Lair Actions
A Gold Dracolich's Lair
Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins. Apoun becoming a dracolich, the gold dragon will often already have such a 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:
- The dracolich glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature the dracolich can see within 120 feet of it must succeed on a DC 17 Charisma saving throw or be banished to a dream plane, a different plane of existence the dracolich has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dracolich's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary gold dracolich's lair is warped by the dracolich's magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dracolich's lair, the dracolich can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dracolich upon waking.
- Banks of black, foul smelling mist manifest within 6 miles of the dracolich's lair. The mist doesn’t obscure anything. It assumes haunting forms when creatures are near the dracolich or shapes a path to the dracolich's lair, to lure individuals who may have items of value or interest to the dracolich.
- Gems and pearls within 1 mile of the dracolich’s lair supernaturally darken, creating dim light in a 5-foot radius if the surroundings are bright, or darkness in a 5-foot radius if the surroundings are dim.
If the dracolich dies, these effects dissapate over the course of 1d4 + 1 days.
Previous Versions
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Posted Jul 2, 2019first comment
hahahahahhahahahhahaha
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Posted Jul 12, 2019Over kill
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Posted Feb 23, 2020Where is the Lich part?
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Posted Feb 24, 2020the Dracolich template is different from a lich. Dracoliches gain resistance to necrotic damage, immunity to poison damage, immunity to the Charmed, Frightened, paralyzed and poisioned conditions, and has the magic resistance feature. Dracoliches don't do regular Lichdom either. Instead of their phylactery forming a new body every time the Dracolich dies, the dracolich will instead possess an already dead dragon's body. They also become undead.