Far Realm Parasite. Inside the dracolich’s torso dwells a wormlike parasite that contains the dracolich’s soul. When the dracolich dies, it implodes into the parasite, which then vanishes into the Far Realm. In 2d4 days, the parasite causes the dracolich to reappear within 1d4 miles of where it died. If the dracolich died inside a magic circle cast to contain Undead, the dracolich instead reappears as an otyugh with all the dracolich’s memories.
Legendary Resistance (4/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Maddening Presence. At the start of the dracolich’s turn, it can force any number of creatures of its choice within 10 feet of itself to make a DC 17 Wisdom saving throw. On a failed save, a creature takes 7 (2d6) psychic damage and is frightened of the dracolich until the start of its next turn.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.
Unusual Nature. The dracolich doesn’t need air, food, drink, or sleep.
Multiattack. The dracolich makes three attacks: one with its bite and two with its claws. The dracolich can replace one claw attack with a Parasitic Tentacle attack or a Psychic Whisper attack.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Parasitic Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one creature. Hit: 25 (6d6 + 4) piercing damage plus 25 (6d6 + 4) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned. The poisoned target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The third time the target fails the save, the target dies and dissolves into a gibbering mouther that obeys the dracolich and uses the target’s initiative.
Psychic Whisper. The dracolich targets one creature it can see within 120 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and be stunned until the end of the dracolich’s next turn as incomprehensible whispers fill the target’s mind.
Spellcasting. The dracolich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand, prestidigitation
2/day each: dispel magic, hunger of Hadar, lightning bolt
1/day each: arcane eye, dimension door, plane shift (self only)
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Enslave (3/Day). The dracolich targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed by the dracolich until the dracolich dies or until it is on a different plane of existence from the target. The charmed target is under the dracolich’s control and can't take reactions, and the dracolich and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the dracolich.
Breath Weapons (Recharge 5–6). The dracolich uses one of the following breath weapons.
Lightning Breath. The dracolich exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dracolich exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dracolich.
Far Realm Step. Immediately after taking damage, the dracolich, along with any equipment it is wearing or carrying, magically teleports up to 120 feet to an unoccupied space it can see.
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.
Cast a Spell (Costs 2 Actions). The dracolich uses Spellcasting.
Psychic Drain (Costs 2 Actions). One creature charmed by the dracolich takes 10 (3d6) psychic damage, and the dracolich regains hit points equal to the damage the creature takes.
Description
When an adult bronze dragon starts hearing otherworldly whispers from the deep and listens a little too intently, they might set foot on the twisting path toward becoming an eldritch dracolich.
Like other dracoliches, eldritch dracoliches are dragons who have cheated death, but an eldritch dracolich does so by allowing a Great Old One to implant a Far Realm parasite in the dracolich. That parasite bestows undeath upon the dragon and causes strange tentacles to sprout from the body. The parasite’s mouth is visible on the dracolich’s torso, and the parasite guards the dracolich against destruction, reviving the dracolich a few days after death. Canny foes can sabotage an eldritch dracolich’s revival by slaying the dracolich in a magic circle, thereby forcing the dracolich to return in a distorted form, robbed of most of its power.
Whatever kind of mind and personality the dragon once had as been turned to shreds, it’s soul having been devoured by the eldritch parasite. An eldritch dracolich constantly hears bizarre whispers from the Far Realm, to which the dracolich nods and mutters, fallowing whatever commands it’s new unknowable masters give it.
Lair and Lair Actions
A Bronze Eldritch Dracolich’s Lair
A bronze eldritch dracolich lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs (what kind of eggs an eldritch dracolich would lay is anyone’s guess).
Lair Actions
On initiative count 20 (losing initiative ties), the dracolich takes a lair action to cause one of the following effects:
- The dracolich creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the dracolich can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
- Magical fog billows around one creature the dracolich can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dracolich until initiative count 20 on the next round.
Regional Effects
The region containing a legendary bronze eldritch dracolich’s lair is warped by the dracolich’s magic.
- Once per day, the dracolich can alter the weather in a 6-mile radius centered on its lair. The dracolich doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underground surfaces within 1 mile of the dracolich’s lair are slimy and wet and are difficult terrain.
- Underwater plants within 6 miles of the dracolich’s lair take on dazzlingly brilliant hues.
- Within its lair, the dracolich can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
- Pools of water within 1 mile of the eldritch dracolich‘s lair form portals to the Far Realm, allowing creatures from the Far Realm into the world to dwell nearby.
- As an action, the dracolich can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the dracolich has seen before or in any location a creature charmed by the dracolich can currently see. Once created, the image lasts for as long as the dracolich maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the dracolich. The dracolich can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.
If the dracolich is destroyed, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Previous Versions
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1/4/2023 11:44:15 PM
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