Medium Undead (Wizard), Neutral Evil
Armor Class 21 (natural armor, temporal displacement)
Hit Points 544 (64d8 + 256)
Speed 30 ft., Fly 80 ft. (hover)
STR
20 (+5)
DEX
20 (+5)
CON
22 (+6)
INT
26 (+8)
WIS
24 (+7)
CHA
23 (+6)
Saving Throws CON +15, INT +17, WIS +16, CHA +15
Skills Arcana +18, History +18, Insight +17, Investigation +18, Perception +17, Religion +17
Damage Resistances Cold, Lightning, Psychic
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 31
Languages All, Telepathy 10 Miles
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amplify Magic (3/Day). When the Archlich casts a spell, he may choose to amplify its effects in one of the following ways:

  • Targets of an amplified spell make saving throws with disadvantage.
  • When the Archlich rolls a 1 or 2 on a damage die for an amplified spell, he can Reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • When the Archlich casts a spell that targets only one creature and doesn't have a range of self, he can target a second creature in range with the same spell.

Bitter Contingency. When the Archlich is reduced to half his hit points while on any plane other than the shadowfellhis soul rips a hole in reality, escaping to his lair within the shadowfell. The hole acts as a Gate spell with a 1 minute duration to the Archlich's lair within the shadowfell. All remaining magic contained within the soulless body violently erupts in a torrent of uncontained power to fill a 30-foot-radius Sphere centered on the body's location.

If the source of damage which triggered Bitter Contingency is a creature, that creature takes 60 cold damage. If this creature is more than 30 feet away from the body, the energy lashes out from the explosion at them; this effect is unavoidable.

Every other creature in the area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin — Damage:

10 ft. away or closer — 50 cold damage.

11 to 20 ft. away — 40 cold damage.

21 to 30 ft. away — 30 cold damage.

Chained to Undeath. If the Archlich is reduced to 0 hit points, he can make a DC 15 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When the Archlich finishes a long rest or completes 1 minute of uninterrupted focus in the shadowfell, the DC resets to 15.

Discorporation. When the Archlich drops to 0 hit points on any plane other than the shadowfell, his form is destroyed, but his soul travels back to his lair within the Shadowfell. He may fashion a new body after 1 minute of uninterrupted focus within his lair. When the new body is complete, the Archlich regains all his hit points, used spells, and becomes active again.

Grim Animation. A living creature reduced to 0 hit points by the Archlich's spells, abilities, or attacks rises as a greater zombie (see the Tomb of Horrors) at the start of the Archlich's next turn and acts immediately after the Archlich in the initiative order. The greater zombie is under the Archlich's control.

Immunity of Whispers. The Archlich is immune to spells or effects of 3rd-level or lower, unless he wishes to be.

Legendary Resistance (5/Day). If the Archlich fails a saving throw, he can choose to succeed instead.

Lich Lord's Reconstruction. The Archlich regains 50 hit points at the start of his turn if he has at least 1 hit point. If he is in the Shadowfell, he regains 75 hit points.

Master of Undeath. Creatures created by the spells Animate Dead and Create Undead remain under the Archlich's control indefinitely. Additionally, he can cast Create Undead as a Standard Action and when it isn’t night.

Mind of the Maimed.  The Archlich has advantage on saving throws to maintain concentration on spells.

Spellcasting. The Archlich of the Shadowfell is a 30th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The Archlich has the following wizard spells prepared:

At will: animate dead (4th level, as an action), blindness/deafness (4th level), blight, counterspell, dispel magic, mirror image, ray of sickness (4th level), shield, speak with dead, summon undead (4th level)

3/day each: create undead, hold monster, scrying (as an action), telekinesis

2/day each: circle of death, finger of death, mental prison, plane shift (self only)

1/day each: abi dalzim's horrid wilting, foresight (as an action, 3 (1d4 + 1) round duration), reality break, time stop

Psychic Savant. The Archlich does not suffer disadvantage when making ranged psychic attacks in close combat.

Tactical Wit. The Archlich gains a bonus to his initiative rolls equal to his Intelligence modifier.

Turn Resistance. The Archlich gains advantage on saving throws against any effect that turns undead.

Undying. If the Archlich is slain in the Shadowfell, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. The Archlich's soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, the Archlich regains all his hit points and becomes active again. the Archlich's new body appears anywhere within 100 miles of where the Archlich was slain.

Withering Weakness. At the end of each combat round, all creatures that took necrotic damage from a spell, ability, or attack used by the Archlich reduce their lowest ability score by 1. If their reduced ability score reaches 0, they die. This effect is considered a supernatural disease and bypasses all resistances and immunities.

 

 

 

 

 

Actions

Multiattack. The Archlich uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Mind Rupture or Mind Thrust. If the Archlich is in the Shadowfell, he may additionally use Corrupt Magic or Obliterate (if available). He then makes three attacks with Mind Rupture or Mind Thrust.

Mind Rupture. Melee Psychic Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) psychic damage. If the target is a living creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 18 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points.

Mind Thrust. Ranged Psychic Attack: +15 to hit, range 60/120 ft., one target. Hit: 19 (3d8 + 6) psychic damage and the target must succeed on a DC 18 Dexterity saving throw or take an additional 10 (1d8 + 6) force damage and be knocked prone.

Corrupt Magic. The Archlich's golden eye gazes upon any non-evil magical item or effect within sight. The caster of the effect or the item’s owner must make a DC 22 Intelligence saving throw. On a failed save, the effect is dispelled or the magic item begins to corrode and is destroyed at the end of the target's next turn. This action may only be used in the shadowfell.

Flight of the Damned (Recharge 5–6). The Archlich conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Wisdom saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of the Archlich for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Obliterate (Recharge 5–6). The Archlich points at a living creature he can see within 120 feet, and a pallid golden line of supreme necrotic energy shoots at the target. The target must make a DC 22 Dexterity saving throw, or be struck by the beam. Any creature struck by the beam is reduced to 0 hit points. A creature reduced to 0 hit points by Obliterate must make a DC 22 Constitution saving throw. On a failed save, the creature immediately suffers 3 failed death saving throws. A creature killed by this ability becomes utterly destroyed; the target may only be resurrected by means of a True Resurrection or Wish spell. This action may only be used in the shadowfell.

Rotten Fate. The Archlich causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Paralyzing Touch. Melee Spell Attack: +17 to hit, reach 5 ft., one creature. Hit: 21 (6d6) cold damage. The target must succeed on a DC 22 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.

Vile Teleport. The Archlich teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his origin or destination space (but not both) to take 10 (3d6) psychic damage. If at least one creature takes this damage, the Archlich regains 50 hit points.

Reactions

The Archlich can take up to 3 reactions per round but only one per turn.

Dread Counterspell. The Archlich utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, the Archlich makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.

Elemental Demise.  When the Archlich would take Acid, Cold, Fire, Lightning, or Thunder damage, he may corrupt the elemental magic into negative energy. The corrupted energy causes half the damage that would have been dealt, and the Archlich may make a ranged spell attack to reflect the other half back at the attacker as necrotic damage.

Fell Rebuke.  In response to taking damage from an attack, the Archlich utters a fell word, dealing 10 (3d6) psychic damage to the attacker, and the Archlich teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.

Legendary Actions

The Archlich of the Shadowfell 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. He regains spent legendary actions at the start of his turn.

At Will Spell. The Archlich casts any at-will spell from his Spellcasting list.

Call of the Spider Throne (Costs 2 Actions). The Archlich chants an eldritch passage from the Book of Vile Darkness. All living creatures which can hear the Dark Speech and are within 60 feet of the Archlich become the target of a Bestow Curse (as 5th-level spell) and Divine Word.

Greater Spellcasting (Costs 2 Actions). The Archlich casts any spell from his Spellcasting list.

Paralyzing Assault. The Archlich teleports up to 60 feet behind a living creature he can see and uses his Paralyzing Touch. The attack is made with advantage.

Stigmatic Gaze. The Archlich turns his gaze towards one target he can see within 120 feet. If the target can see the Archlich, the target must succeed on a DC 22 Strength saving throw against this magic or begin to bleed from their eyes and ears, taking 18 (4d8) necrotic damage and be blinded and deafened until the end of its next turn.

Mythic Actions

For Whom the Bell Tolls. The Archlich telepathically invades the mind of any living creature within telepathic range on any plane of existence. The target hears a death knell resonate through their spirit as the Archlich's mind calls the target’s truename. The named target must make a DC 27 Charisma saving throw. On a failed save, the target is Doomed: A Doomed target suffers the Frightened condition until the end of their next three turns. Then, the target is utterly destroyed; the target may only be resurrected by means of a True Resurrection or Wish spell. This effect ends immediately if the Archlich is killed. The Doomed target may remake the Charisma saving throw at the end of their turn to end the Doom effect if the target can hear and they received at least one positive verbal affirmation from another creature during the previous turn. The DM will determine if this roleplay requirement has been met. This action is considered supernatural and bypasses all resistances and immunities.

Lair and Lair Actions

The Lair of the Archlich of the Shadowfell

Greater Lair Action: Prime Material

On initiative count 25 (losing initiative ties), the Archlich can take a greater lair action to cause the following magical effect while on the prime material plane:

  1. The Archlich of the Shadowfell recites Dark Speech from the Book of Vile Darkness, Commanding Evil to do his bidding. He may choose one of the following effects: 
    • Each non-evil creature within 60 feet of the Archlich that can hear suffers 14 (4d6) psychic damage. 
    • Each evil creature within 120 feet of the Archlich that can hear must make a DC 18 Charisma save or be dominated until initiative count 25 on the next turn.
    • Up to three corpses of Medium or Small humanoids within 120 feet of the Archlich hear the dark call and rise to serve the Archlich. One corpse becomes a ghast and each other corpse becomes a ghoul under the Archlich's control.

Greater Lair Action: Shadowfell

On initiative count 25 (losing initiative ties), the Archlich can take a greater lair action to cause the following magical effect while in the shadowfell:

  1. Tentacles lash out from the shadows, groping for the warmth of the living:
    • Each living creature within the lair must succeed on a DC 18 Dexterity saving throw or take 19 (3d12) bludgeoning damage and become grappled by the tentacles (escape DC 15) until the Archlich uses this lair action again or dies.
    • If a creature is grappled by the tentacles at the start of this lair action, that creature becomes strangled. The strangled creature must succeed on a DC 18 Constitution saving throw or suffer 19 (3d12) bludgeoning damage, and become restrained as the tentacles tighten their grip. The escape DC increases to 20.
    • If a creature is being strangled by the tentacles at the start of this lair action, that creature must succeed on a DC 18 Strength saving throw or be ripped through the shadowy ground into the miasmatic shadows and killed. The corpse of the creature is then dragged by the tentacles to the feet of the Archlich on initiative count 25 the next turn. If the creature succeeds on the saving throw, they suffer 19 (3d12) bludgeoning damage, and become grappled as the tentacles loosen their grip.

Lair Action

On initiative count 20 (losing initiative ties), the Archlich can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:

  1. A wave of dark energy bursts through the area within 120 feet of the Archlich. All living creatures within the area must make a DC 18 Intelligence saving throw or lose all resistances and immunities to necrotic damage until initiative count 20 on the next round.
  2. The Archlich targets one creature he can see within 30 feet of him. A crackling cord of negative energy tethers the Archlich to the target. Whenever the Archlich takes damage, the target must make a DC 18 Wisdom saving throw. On a failed save, the Archlich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Archlich or the target is no longer in the Archlich’s lair.
  3. The Archlich calls forth the spirits of creatures that died in his lair. These apparitions materialize as one wraith and two specters which act immediately and on initiative count 20 in subsequent turns.

Environmental Lair Action: Shadowfell

On initiative count 15 (losing initiative ties), the Archlich can take an environmental lair action to cause one of the following magical effects while in the shadowfell; he can’t use the same effect two rounds in a row:

  1. Shadowy fog wafts up from the ground throughout the lair. The lair becomes heavily obscured until initiative count 15 on the next round.
  2. A forceful, frigid gale cuts through the area, causing all living creatures within the lair without cold resistance or immunity to suffer 1 level of exhaustion. Until initiative count 15 on the next round, the damp ground is flash frozen; any creature which moves more than 5 feet on the frozen ground must succeed on a DC 18 Dexterity saving throw or their movement speed is halved until the end of their next turn.
  3. A necrotic cloud sweeps through the lair, blanketing the area in concentrated pockets of negative energy particles. Any living creature which begins their turn or moves through a cloud must succeed on a DC 18 Constitution saving throw or become Poisoned. Any undead creature which begins their turn or moves through a cloud may choose to remove one negative status effect.
  4. The fetid ground remakes itself as The Archlich of the Shadowfell wills it; the Archlich may remake the terrain within his lair. This transformation causes the ground to shake violently until initiative count 15 on the next round. During the transformation, all space within the lair is considered difficult terrain. Once the transformation finishes, all other environmental effects within the lair end immediately.

Minor Lair Action

On initiative count 10 (losing initiative ties), the Archlich can take a minor lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:

  1. The Archlich attempts to seize the living in telekinetic energy. Each living creature that the Archlich can see within 60 feet must make a DC 18 Intelligence saving throw or be lifted up to 30 feet in the air and dropped, dealing appropriate fall damage. Abilities which reduce or bypass falling damage are applicable.
  2. Force energy blasts out from the Archlich in a 60-foot radius. Each living creature within the blast is pushed up to 30 feet away from the Archlich and must make a DC 18 Strength saving throw or be knocked prone.
  3. Force energy pulls distant creatures in towards the Archlich. Each living creature within the lair that is more than 30 feet away from the Archlich is pulled up to 60 feet towards the Archlich and must make a DC 18 Strength saving throw or be knocked prone.

Previous Versions

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