Huge Undead (Chromatic), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +6, CON +12, WIS +8, CHA +10
Skills Perception +14, Stealth +6
Damage Resistances Necrotic
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Truesight 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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 and other magical effects.

Actions

Multiattack. The dracolich can use its Frightful Presence. It then makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 18 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 Weapon (Recharge 5–6). The dracolich uses one of the following breath weapons:

Dread Breath. The dracolich exhales crackling necrotic energy in a 60-foot cone. Each non-undead creature in that area must make a DC 21 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this attack rises at the start of the dracolich's next turn as a zombie that is permanently under the dracolich's command. It takes its turn immediately after the dracolich.

Lightning Breath. The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Animate Breath (1/Day). The dracolich breathes lightning onto the ground, creating one animated breath. The animated breath appears in an unoccupied space within 60 feet of the dracolich, whom it obeys. It takes its turn immediately after the dracolich. The animated breath lasts for 1 hour, until it or the dracolich dies, or until the dracolich dismisses it as a bonus action.

Legendary Actions

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.

Summon Undead. The dracolich magically summons one skeleton or zombie. The summoned creature appears in an unoccupied space within 60 feet of the dracolich, whom it obeys. It takes its turn immediately after the dracolich. It lasts for 1 hour, or until it or the dracolich dies. (The dracolich can have up to six skeletons or zombies summoned in this way at a time)

Tail Attack. The dracolich makes a tail attack.

Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.

Description

For a more difficult encounter, an adult red dracolich can use the variant spellcasting rule for adult blue dragons (found below as well as in Fizban's Treasury of Dragons). While using this rule, the dracolich also gains access to the dracolich spell list (also found below). It can only cast each spell once per day.

Blue Dragon Spellcasting

AGE SPELL SAVE DC SPELLS KNOWN
Adult 17 arcane eye, create or destroy water, major image

Dracolich Spellcasting

SPELLS KNOWN
disintegrate, plane shift (self only), prismatic spray, slow

Lair and Lair Actions

A Blue Dracolich's Lair

Blue dracoliches make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.

Thunderstorms rage around a legendary blue dracolich’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dracolich’s first line of defense.

A blue dracolich will collapse the caverns that make up its lair if that lair is invaded. The dracolich then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.

Lair Actions

On initiative count 20 (losing initiative ties), the dracolich can take one of the following lair actions; the dracolich can’t take the same lair action two rounds in a row:

Lightning Arc. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dracolich can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Cave In. Part of the ceiling collapses above one creature that the dracolich can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.

Swirling Sand. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dracolich can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.

Regional Effects

The region containing a legendary blue dracolich’s lair is warped by the dracolich’s magic, which creates one or more of the following effects:

Dust Devils. Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).

Relentless Storms. Thunderstorms rage within 6 miles of the lair.

Rising Dead. Dead creatures rise from their graves within 6 miles of the dracolich's lair, causing a plague of undead.

Sinkholes. Hidden sinkholes form in and around the dracolich’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6× 10 feet into the sinkhole.

 

If the dracolich dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. The dead immediately stop rising, and all of the undead creatures perish over the course of 1d10 days.

Habitat: Desert

Theonlyawelord

Comments

Posts Quoted:
Reply
Clear All Quotes