Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far Realm. In 2d4 days, the parasite causes the lich to reappear within 1d4 miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich’s memories.
Legendary Resistance (4/Day). If the lich fails a saving throw, it can choose to succeed instead.
Unusual Nature. The lich doesn’t need air, food, drink, or sleep.
Multiattack. The lich makes one Parasitic Tentacle attack or uses Spellcasting. The lich also uses Psychic Whisper twice.
Parasitic Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 25 (6d6 + 4) piercing damage plus 25 (6d6 + 4) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned. The poisoned target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The third time the target fails the save, the target dies and dissolves into a gibbering mouther that obeys the lich and uses the target’s initiative.
Psychic Whisper. The lich targets one creature it can see within 120 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and be stunned until the end of the lich’s next turn as incomprehensible whispers fill the target’s mind.
Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand, prestidigitation
2/day each: dispel magic, hunger of Hadar, lightning bolt
1/day each: arcane eye, dimension door, plane shift (self only)
Far Realm Step. Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.
Description
From beyond the stars, a Great Old One whispers promises of reality-defying knowledge and world-bending power. When a wizard or a warlock hears that whisper and listens too intently, they might set foot on the twisting path toward becoming an eldritch lich.
Like other liches, eldritch liches are spellcasters who have cheated death, but an eldritch lich does so by allowing a Great Old One to implant a Far Realm parasite in the lich. That parasite bestows undeath upon the spellcaster and causes strange tentacles to sprout from the body. The parasite’s mouth is visible on the lich’s torso, and the parasite guards the lich against destruction, reviving the lich a few days after death. Canny foes can sabotage an eldritch lich’s revival by slaying the lich in a magic circle, thereby forcing the lich to return in a distorted form, robbed of most of its power.
An eldritch lich constantly hears bizarre whispers from the Far Realm, to which the lich nods and mutters. Occasionally, the lich uses its telepathy to share those whispers with the minds around it.
Form of the Great Old One
Multiple entities bear the title Great Old One. You may roll on the Great Old Ones table to determine which entity gave an eldritch lich its parasite.
Great Old Ones
d6 | Form |
---|---|
1 | Cthulhu |
2 | Tharizdun, the Chained God |
3 | Dendar, the Night Serpent |
4 | Ghaunadaur |
5 | Zargon, the Returner |
6 | That Which Lurks |
I'd argue that most big monsters are supposed to have minions. Turn economy and all that.
So uhhhh, does this get to be a benefit for GOOlocks?
That's alreadyc anon for the outcome of an undead warlock.
People seem to be saying this is weak.
It can stunlock 2 low wis characters at a time, or retry the stun on one who succeeds at first.
At the same time, it can also apply another debuff (that kills you if it stays too long).
All those debuffs come on top of 100 points of damage per round.
It can teleport 60 feet as a reaction, so the paladin and barbarian can never hit it more than once a round.
If run well, this thing is scary as hell. It's not legendary, but it doesn't have to be in order to stand its ground as a nasty boss.
The only issue is with the spells, but they are just not meant to be the creature's main modus operandi. A creature that has a base DPT of 100 has no need for attack cantrips.
It would prefer using tentacle rather than cast a spell, in most situations- it just has other options as well.
4 chars are standing in a row? Lightning bolt.
Small, enclosed environment? Hunger of Hadar. Then, if it isn't dispelled, dimension door next round to just go wait around the corner while the players attack the darkness.
Haste allow the paladin to keep up with the Far Realm step? Dispel.
The spells here are more to give it options and answers, rather than be the main offensive power. And besides, giving spells to every powerful enemy makes things samey. It's good that it's a mainly magic-using creature, a true spellcaster at that, which has its own unique abilities and tactics, rather than just be yet another flavor of archmage.
For the great old ones Table isn't Ghaunadaur & That Which Lurks the same great old one? Surely you guys could do better? Even some of the obryith demon lords would count, having existed before the abyss: Dagon & Obox-ob for Instance
It may seem weak but that’s because it doesn’t start with items, a lich would accumulate powerful artifacts, imagine this with a storm giant belt and plus three armor. It’ll put the fear of god in your players once you gear up the lich
Are we aware that Ghaunadaur is the same creature as That Which Lurks?
I ran this against a party of four lvl 15 characters, all human. Even with legendary actions, magic items, lair actions and 2 Fractines as back up and starting at the health max they womped it. The legendary actions and lair actions were taken from the article on dnd beyond for this enemy and some homebrew from the Vecna Dossier. I highly recommend boosting the spell saves and tentacle hit mod or prepare to catch the smoke!
The Sorcerer lich you got is damn good and for the Artifcer you should make like a mix of a undead and a gelom
I have an idea for the sorcerer lich, the Raw Lich.
While a typical sorcerer gets their power from their bloodline or a magic gift, Raw Liches gain their power from dying and being revived from a magical force. I'm ready to spend hours making a stat block!
Who cares about sleep when you're making homebrew!
Okay I'm kidding, that was surprisingly easy. Here's the link for the Raw Lich.
This is why we need more eldritch things in DND!
In my campaign its lair action is going in between each players initiative. Pretty brutal, but them's the breaks. I also gave him more spells in general.
OkaY, thinking of making Ares 3rd form this.
after the bakunawa and cadaver collector.
just need some villain actions, better spellcasting, and some refluffing.
size: large.
Parasite: gone.
Resistances: 1/round and magic.
Strength 18 (+4).
parasitic tentacle: Spear of doom: swap con save for cha save, necrotic for psychic and gibberish mouthed for sword wraith.
psychic whisper: chains of Tartarus : dex save vs force damage, restrained instead of stunned.
Far realm step: godly teleport.
spellcasting: needs better spells, open to ideas
wow, #100 post
The spellcasting is a little dissapointing. I thought the the eldritch lich would have almost the same spellcasting as the lich but with a few tweaks.
I'm incorporating a bunch of Star Spawn and Hadar as the evil patron. For DMs, what encounters did you have? What level were the players when they faced the Eldritch Lich, if they did at all?
Wish creatures like this had more interesting and unique abilities The art is so cool but the abilities don't really bring much to the table.
fuuuuuuuuuuuuuuuuuuuuuuuuuuuck this
The Heartless Doctor Strange from Marvel's What If?
ghaunadaur, and that which lurks are the same elder evil