Avoidance. If the Demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Flawed Rejuvenation. A destroyed Demilich reforms from its phylactery after 1d10 days. The former Demilich retains its spellcasting abilities and intelligence, wisdom, and charisma scores, but otherwise has the statistics of a normal lich
Legendary Resistance (4/day). If the Demilich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Demilich has advantage on saving throws against spells and other magical effects.
Turn Immunity. The Demilich is immune to effects that turn undead.
Spellcasting. The Demilich is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). The Demilich has the following wizard spells prepared. The Demilich requires to material or somatic components to cast these spells.
Cantrips (at will): mage hand, prestidigitation, minor illusion,
toll the dead, ray of frost
1st level (4 slots): charm person, protection from evil and
good, magic missile, shield
2nd level (3 slots): darkness, hold person, mirror image
3rd level (3 slots): counterspell, fireball, dispel magic
4th level (3 slots): blight, Evard's black tentacles, wall of fire
5th level (3 slots): enervation, hold monster, negative energy
flood
6th level (2 slot): circle of death, scatter, contingency
7th level (2 slot): finger of death, plane shift, reverse gravity
8th level (1 slot): Abi-Dalzim's horrid wilting, maddening
darkness
9th level (1 slot): gate*, power word: kill
*The Demilich knows the true name of a Balor.
Multiattack. The Demilich casts a spell, then uses its Siphon Life Attack.
Extinquish Soul (recharge 6). The Demilich commands every creature within 30 ft of it to fall. Targeted creatures must make a DC 18 charisma saving throw or drop to O HP. Creatures that succeed take 27 (6d8) necrotic damage instead.
Siphon Life. Ranged Spell Attack: ++16 to hit, reach 60 ft., one creature. Hit: 33 (4d8 + 15) necrotic damage. The target must succeed on a DC 24 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
The Demilich can take 4 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 monster regains spent legendary actions at the start of its turn.
Siphon Life. The Demilich uses its Siphon Life Attack.
Teleport. The Demilich magically teleports, along with anyequipment it is wearing or carrying, up to 60 ft to any occupied space it can see.
Recharge. The Demilich attempts to recharge its Extingush Soul attack.
Spellcasting (Costs 2 actions). The Demilich casts a spell of 4th level or lower.
Advanced Spellcasting (costs 3 actions). The Demilich casts a spell of 5th level or higher.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Behold! My stupidly broken and badly made homebrew monster, A Demilich that’s more like what it was in previous editions!
While a Demilich like Ace is accounted for in the Monster Manuel, I found myself disappointed by the lore of a Demilich that managed to defy the natural degradation of their form only having a single extra ability. This monster started out as an attempt to rectify that, but then it turned out that there was a good reason for that: it would just be be too powerful.
Instead of accepting that and moving on, I decided to double down and make a monster that was nigh-invincible instead. I do not recommend that you use this unless you want someone’s character to die very badly.
Lair and Lair Actions
When fighting inside its lair, the Demilich can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the monster can take one lair action to cause one of the following effects:
• The Demilich bathes its lair in a field of negative energy. Until it's next lair action, all creatures in its lair are vulnerable to necrotic damage unless they are either undead or a construct.
• Until it's next lair action, the Demilich can move through solid walls, floors, and ceilings in its lair as if they weren't there.
•The Demilich calls forth a torrent of spirits to assail its foes. All creatures in the Demilich's sight must make a DC 20 constitution saving throw or take 65 (10d12) necrotic damage. The creature takes half damage on a success.
The monster can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
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