Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. With it's pure raw magic, a destroyed raw lich 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 raw lich or it's lair.
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +12 to hit with spell attacks). The raw lich has the following sorcerer spells prepared (along with demiplane):
Cantrips (at will): mage hand, prestidigitation, fire bolt
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): scorching ray, detect thoughts, invisibility, shatter
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, cone of cold
6th level (2 slots): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): demiplane, power word stun, incendiary cloud
9th level (1 slot): power word kill
Turn Resistance. The raw lich has advantage on saving throws against any effect that turns undead.
Metamagic. The raw lich harnesses it's sorcerous power to alter it's spells. Choose four metamagic options from the sorcerer's metamagic options.
Crippling Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 19 Constitution saving throw or have their strength reduced to 6 and be paralyzed for 2 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success and increasing the time by one minute on a fail.
The raw lich 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 lich regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Necrotic Drainage (Costs 4 Actions). Each non-undead creature within 30 feet of the lich must make a DC 19 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage (rounded down) on a successful one. This attack heals the raw lich for half of the damage rounded up.
Description
While a typical sorcerer gets their power from their bloodline or a magic gift, Raw Liches gain their power from dying and being revived from a magical force.
A raw lich will have any one of the following traits, you can roll 1d4 or choose one of the following traits:
1: The raw lich has blank, glowing white eyes.
2: The raw lich has shiny, glasslike flesh.
3: The raw lich has long, sharp fingers.
4: A gravestone protrudes from the raw lich's back.
Lair and Lair Actions
A Raw Lich’s Lair
A raw lich often haunts the site where it died or was revived, such as a graveyard, a haunted ruin, or an altar that it was resurrected inside. Alternatively, some raw liches construct demiplanes containing skeleton servants, zombie bodyguards, or beholder zombie acolytes.
Everything about a raw lich’s lair reflects its undead nature and immense power, including the magic and necrotic energies surrounding it. Undead and constructs lurk in shadowy recesses, emerging to destroy those who dare to disturb the raw lich.
A raw lich encountered in its lair has a challenge rating of 25 (75,000 XP).
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 a d6 and regains a spell slot of those levels 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 raw lich to the target. Whenever the raw lich takes damage, the target must make a DC 19 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 19 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Comments