Legendary Resistance (7/Lifetime). If Carmina 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 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): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th Level (1 slot): time stop
Turn Resistance. Carmina has advantage on saving throws against any effect that turns undead.
Raven Swarm. Carmina is constantly surrounded by ravens. All creatures that start their turns within 20ft of Carmina take 5 piercing damage.
Birds of Torment. As an action, Carmina can summon an ethereal raven on the battlefield. Every round, the raven will move 10ft forward towards the direction it was placed. Any creature that would come into contact with the raven must make a DC 15 dexterity saving throw. On a failure, the creature takes 5d8 necrotic damage or half as much on a success.
Nevermore (Requires Form of Dread/9 Nevermore Charges). Carmina casts Power Word Kill without expending a spell slot.
Swarm of Pain Form. Carmina commands a part of her swarm to attack a creature. While in this form, the target creature must make a DC 15 Dexterity save or be swarmed by ravens. While swarmed, the targets speed is reduced by 10, they have disadvantage on ranged attacks, and take 1d10 piercing damage at the start of every turn. A creature can use their action to dispel the swarm or Carmina can recall the birds with her Swarm of Protection/Swarm of Dread.
Swarm of Protection Form. Carmina commands a part of her swarm to protect her. While in this form, Carmina is considered to be under three quarters cover. Carmina can end this effect by activating her Swarm of Pain/Swarm of Dread.
Swarm of Dread Form. Carmina commands a part of her swarm to assist her with a spell. While in this form, Carmina slowly builds her power in preparation to cast a devastating spell. While this form is active, Carmina must roll a d4 at the start of each of her turns and add it to her Nevermore charges. Leaving this form does not reset these charges, however she loses one charge per turn while not in this form. For each charge a glowing letter from the word "Nevermore" floats above Carmina. Each letter can be attacked and has an AC of 10 and an HP of 5. While in this form, her speed is reduced to 0.
Interception. As a reaction to being hit, Carmina can send birds to block the blow. The damage Carmina takes is reduced by 1d10.
Carmina 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. Carmina casts a cantrip.
Form Change (2 actions). Carmina uses her Swarm of Pain, Swarm of Protection, or Swarm of Dread form.
Description
Carmina Talisman is the leader of The Order of the Blood Moon. She is constantly surrounded by ravens which she uses as part of her battle strategy. Carmina chooses to not fight alone, instead, she chooses to surround herself with expendable minions.
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