Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has resistance against spells and other magical effects.
Black Aura. Any creature hostile to the dracolich that starts its turn within 30 feet of him must take 1d10 necrotic damage unless the dracolich is incapacitated.
Spellcasting. The ancient necrotic dracolich in his humanoid form is a 20th - level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, + 17 to hit with spell attacks). The ancient necrotic dracolich has the following wizard spells prepared:
Cantrips (at will): Mage Hand, Ray of Frost, Prestidigitation, Chill Touch, Firebolt
1st level (4 slots): Detect Magic, Magic Missile, Shield (at will), Mage Armor, Feather Fall
2nd Level (3 slots): Acid Arrow, Detect Thoughts, Mirror Image (at will), Misty Step
3rd Level (3 slots): Counterspell, Dispel Magic (1 free), Fireball, Summon Undead (1 free)
4th Level (3 slots): Blight, Confusion, Dimension Door, Greater Invisibility
5th Level (3 slots): Cloudkill, Danse Macabre, Dominate Person, Scrying
6th Level (2 slots): Circle of Death, Disintegrate, Globe of Invulnerability
7th Level (2 slots): Finger of Death, Plane Shift, Teleport
8th Level (1 slot): Dominate Monster, Maze
9th Level (1 slot): Meteor Swarm, Time Stop
Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.
Mortification Breath(Recharge 5–6). The dracolich exhales blackish-purple energy in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one.
Change Shape. The dracolich magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dracolich's choice).
In a new form, the dracolich retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Opportunity Attack. The dracolich makes one attack with his bite or claws.
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.
Detect. The dracolich makes a Wisdom (Perception) check.
Tail Attack. The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
The dracolich in his humanoid form 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.
Cantrip. The dracolich casts a cantrip.
Sudden Escape (Costs 2 Actions). The dracolich casts Misty Step using a spell slot in an attempt to retreat tactically.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the dracolich must make a DC 20 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
The odor of rotted flesh surrounds the ancient necrotic dracolich. His nearly skeletal form is thinned and bone pokes through rotting skin and scales. A soft glow of purple energy comes from the dracolich's mouth and chest.
Lair and Lair Actions
A necrotic dracolich’s lair can be created in any environment usually by burrowing or taking control of a series of tunnels and caverns underground.
A necrotic dracolich is created when a necrotic dragon performs the ritual to become a lich. With his treasure protected and organized neatly deep within the lair he usually spends his time in his humanoid form participating in different types of research to further extend his riches and power.
Regional Effects
The region containing a legendary necrotic dracolich’s lair is warped by the dracolich’s magic, which creates one or more of the following effects:
- Heavy cloud cover, rain, and thunder are common within 8 miles of the dracolich’s lair. The air is also slightly thinner and humid.
- Water sources within 5 miles of the lair are supernaturally warm and tainted by disease. Any enemies of the dracolich thay has drunk this water usually regurgitates it withing minutes. The land and plant life is also dark and dead.
- The land withing 2 miles of the dracolich's lair has turned into warm and moist interior flesh. The tunnels and caverns underground are the same but the flesh has a slight pulse and drips blood slowly from the ceiling creating small pools of blood. The pools are considered difficult terrain to any enemy of the dracolich.
If the dracolich dies, these effects fade over the course of 1d100 days.
Lair Actions
On initiative count 20 (losing initiative ties), the dracolich can take a lair action to cause one of the following magical effects; the dracolich can’t use the same effect two rounds in a row:
- The dracolich if in his humanoid form can roll a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The fleshy ceiling starts to rain blood heavily in a 20 foot radius at a point the dracolich can see. Anyone in that enters the area for the first time or starts its turn there must succeed a DC 20 constitution saving throw or be blinded for 1 minute. The pouring blood makes the fleshy ground slick and is now considered difficult terrain. Creatures that exit the area are allowed to roll additional saving throws at the end of their turn to end the effect. This affect lasts for 1 round.
- The dracolich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the dracolich can see within 60 feet of it. The target must succeed on a DC 20 Constitution saving throw, taking 62 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Comments