Gargantuan Dragon, Lawful Evil
Armor Class 24 Natural
Hit Points 625 (25d20 + 350)
Speed 40 ft., fly 80 ft.
STR
30 (+10)
DEX
15 (+2)
CON
28 (+9)
INT
24 (+7)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws STR +19, CON +18, INT +16, CHA +15
Skills Athletics +20, Nature +15, Perception +15
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 120ft, Truesight 80ft, Passive Perception 25
Languages Common, Draconic
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Rejuvenation. If it has a phylactery, a destroyed dracolich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. 

Magic Resistance: Magic Resistance. The dracolich has advantage on saving throws against spell and other magical effects.

Turn Resistance. The dracolich has advantage on saving throws against any effect that turns undead.

Spellcasting. The dracolich is considered an epic 22nd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The dracolich has the following wizard spells prepared: 

  • Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost, Chill Touch, Toll the Dead
  • 1st level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave 
  • 2nd level (4 slots): Acid Arrow, Enlarge/Reduce, Scorching Ray
  • 3rd level (3 slots): Counterspell, Dispell Magic, Fireball, Lightning Bolt, Haste
  • 4th level (3 slots): Blight, Dimension Door, Greater Invisibility, 
  • 5th level (3 slots): Cloud Kill, Dominate Person, Geas
  • 6th level (3 slots): Chain Lightning, Disintegrate, Instant Summons
  • 7th level (2 slot): Finger of Death, Simulacrum, Teleport
  • 8th level (2 slot): Feeblemind
  • 9th level (2 slot): power word kill
Actions

Multiattack. The dracolich can use Frightful presence or 2 claw attacks, a bite attack, and a tail attack.

Bite. +19, reach 15ft, Hit (1d6 +15) slashing (3d6) necrotic

Claw. +19, reach 10ft, Hit (2d6 +15) slashing (2d6) necrotic

Tail. +19, reach 20, Hit (1d6 +15) bludgeoning (3d6) necrotic

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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 dragon's Frightful Presence for the next 24 hours. 

Necrotic Breath (Recharge 4-6). DC 28 vs Dexterity, Cone of 90ft, Hit (28d8) necrotic damage, half on a successful save

Reactions

Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.

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. 

Detect. The dracolich makes a Wisdom (Perception) check. 

Tail. The dracolich makes a tail attack.

Wing Attack (2 charges). DC 18 vs Dexterity, cone 50 feet, all creatures who fail take 10d6 bludgeoning damage and are pushed back 10 feet and knocked prone.

Spellcast (3 charges). The dracolich may cast a spell of 6th level or lower.

Disrupt Life (3 charges). Each living creature within 20 feet of the dracolich must make a DC 18 Constitution saving throw against this magic, taking 12d6 necrotic damage on a failed save, or half as much damage on a successful one.

Description

The smell of rotting corpses and necrotic energy radiate from the dracolich, the green glowing energy in the eye sockets of the skull staring at all who intrude on its domain, the black necrotic energy that flows from this creature constantly, culminate to create one terrifying sight.

Lair and Lair Actions

No matter where the dracolich is the lair is usually the same, a grandiose library filled with necromantic books, and tools. The room flows with necrotic energy bringing a constant eerie atmosphere to it, the floor is usually covered in skeletons and other corpses.

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

  • Grappling Hands. The dracolich commands the hands of the corpses in the room to grapple any 3 creatures of his choice, DC 20 vs dexterity, on a fail the creature is considered grappled.
  • Necrotic Gas (Recharge 6). The dracolich causes necrotic gas to appear in a 20 foot radius in the room, any creature in the gas must make a constitution saving throw or take 18d6 necrotic damage, half on a successful save, and if they walk into the gas, or end their turn in the gas they take 9d6 necrotic damage, the gas remains for 2 rounds.
  • Black Mist. The dracolich fills the room with a black mist making the whole room covered in magic darkness for one round.

Regional Effects

The region containing a legendary dracolich's lair is corrupted by the dracolich's necromantic powers, which creates one or more of the following effects:

  • Zombies and skeletons rise from the graves.
  • a constant black smoke rises from the ground.

If the dracolich dies, these effects fade over the course of 25 days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2017 6:35:22 AM
767
1
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7/5/2017 10:56:47 PM
39
0
2
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7/6/2017 12:49:53 AM
863
1
2.5
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11/27/2018 3:08:31 AM
2250
9
3
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3/21/2019 1:15:17 AM
1572
2
3.2
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Habitat: ArcticDesertSwampUnderdark

mattPKC

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