Final Death (Recharges after a Short or Long Rest). If the Dracolich would be reduced to 0 hit points, its current hit point total instead resets to 225 hit points, it recharges its Necrotic Breath, and it regains any expended uses of Legendary Resistance. Additionally, the Dracolich can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Dracolich after its Final Death activates.
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.
Spellcasting. The Dracolich is a spellcaster. It's spellcasting ability is Wisdom (spell save DC 19, +14 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): eldritch blast, lightning lure, sapping sting, toll the dead, vicious mockery
1st level (5 slots): absorb elements, [Tooltip Not Found], command, hex, magnify gravity, ray of sickness
2nd level (4 slots): aganazzar's scorcher, blindness/deafness, crown of madness, levitate, rime's binding ice, shatter, vortex warp
3rd level (3 slots): call lightning, erupting earth, hunger of hadar, tidal wave
4th level (3 slots): banishment, blight, gravity sinkhole, phantasmal killer, summon greater demon
5th level (2 slots): cloudkill, modify memory
6th level (1 slot): heroes' feast, sunbeam
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: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 18 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.
Necrotic Breath (Recharge 4–6). The dracolich exhales a necrotic essence in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one.
Silvery Barbs (Recharge 4–6). The Dracolich can cast silvery barbs.
Counterspell (Recharge 4–6). The Dracolich can cast counterspell
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.
Teleport. The dracolich can teleport up to 120 ft. away
Tail Attack. The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.
If the Dracolich's Final Death trait has activated in the last hour, it can use the options below as legendary actions.
Shattering Roar (Costs 2 Actions). The Dracolich unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the Dracolich must succeed on a DC 22 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.
Spectral Explosion (Costs 3 Actions). The Dracolich stands tall and releases a spectral blast from within. Each creature within the 60 ft cone must succeed on a DC 22 Dexterity saving throw or take 25 (5d10) force damage and be blinded until the end of its next turn.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:
- The lich rolls 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 lich 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 lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich 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 lich or the target is no longer in the lich’s lair.
- The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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