Legendary Resistance (5/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 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +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): power word kill
Turn Immunity. The lich does not suffer any effect that turns undead.
Limited Magic Immunity: Venastar is immune to spells of 5th level or lower, unless he wishes to be affected. (This is similar to the rakshasa ability to resist any spell lower than 7th level.)
Discorporation: When Venastar drops to 0 hit points, he revives to half of his maximum hit points. If Venastar drops to 0 hit points again, his avatar form is destroyed, but his essence travels back to his phylactery demiplane just beyond the Prime Material. He is unable to take physical form for an undisclosed time.
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.
Penance Stare. As a bonus action Vistar can gaze into the soul of a creature and learn of all of their sins. These sins of the target manifest as a debilitating effect on the target. Roll 1d6 to determine that effect base on the following table.
| 1 | Paralyzing Fear (the target is paralyzed for 1 round) |
| 2 | Guilt Ridden (the target's maximum hit points are reduced by half for 1 round) |
| 3 | Prideful Fall (the target's Str score is reduced by 5 for 1 round) |
| 4 | Envious Mind (the target's Int score is reduced by 5 for 1 round) |
| 5 | Wrath of perfection (the target is stunned for 1 round) |
| 6 | Lust for glory (the target suffers 3 levels of exhaustion) |
Evil Eye. When Vistar takes damage he can use his reaction to focus his Evil Eye on the creature that harmed him. When he does this, the targeted creature must make a constitution saving throw DC18, on a failure the target suffers 20 (6d6) necrotic damage. Half as much on a success.
The lich can take 5 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.
1 – 5 Level Spells (Costs 2 Actions). The Lich casts a level 1 – 5 spell.
6 – 9 Level Spells (Costs 3 Actions). The Lich casts a level 6 – 9 spell.
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
Once Venastar became imbued with the essence of Venmyr he ascended to a demi-god like power. His only goal is to become like his Master and join the pantheon of Terrrene.
Lair and Lair Actions
The Tower
Venastar's Tower is deadly place that has been magically warded and trapped like no other place on Terrene.
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:
- 6 CR8 Skeletons rise to fight the heroes
- 6 CR8 Zombies rise to fight the heroes
- Ghostly Claws rise in a heroes location to grapple them. Dex save to avoid being grappled of DC 18, Str Save to break grapple of DC 20 (can be helped with others). While Grappled target takes 4d6 crushing damage per round.
- All combatants hostile to Venastar lose existing resistances to necrotic damage until the next lair action.
- The remaining chunks of the Tower pull farther apart.
Previous Versions
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6/15/2022 2:06:08 PM
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Coming Soon
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