Innate Spellcasting. The dracolich's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). the dracolich can innately cast the following spells, requiring no material components:
At will: chill touch (17th level)
1/day each: Abi-Dalzim’s horrid wilting, counterspell, far step, finger of death, soul cage.
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.
Turn Immunity. The dracolich is immune to effects that turn undead.
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: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 27 (4d8 + 9) 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.
Lightning Breath (Recharge 5–6). The dracolich exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 99 (18d10) lightning damage on a failed save, or half as much damage on a successful one.
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.
Cantrip. The dracolich casts a cantrip.
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 dracolich must succeed on a DC 25 Dexterity saving throw or take 23 (4d6 + 9) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the dracolich must make a DC 21 Constitution saving throw against this magic, taking 38 (11d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
For different challenge ratings, make the following changes:
- CR 25: Hit Points 222 (12d20 + 96)
- CR 26: Hit Points 296 (16d20 + 128)
- CR 27: Hit Points 388 (21d20 + 168)
- CR 29: Hit Points 573 (31d20 + 248)
- CR 30: Hit Points 610 (33d20 + 264)
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dracolich takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- 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 19 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.
- The dracolich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the dracolich takes damage, the target must make a DC 19 Constitution saving throw. On a failed save, the dracolich 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 dracolich or the target is no longer in the dracolich’s lair.
- 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 19 Constitution saving throw, taking 63 (18d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
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9/1/2022 9:49:03 PM
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Coming Soon
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