Fated Escape. A destroyed archlich's remains Teleport (7th Level Spell) away to the location its essence is hidden. If it is able to teleport and its essence is undisturbed, a destroyed archlich 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 essence.
Soporific Aura. A creature within 30 feet of the archlich that hits it with an attack must succeed on a DC 19 Constitution saving throw or fall asleep until the end of the archlich's next turn, or until the creature takes any damage.
Legendary Resistance (3/Day). If the archlich fails a saving throw, it can choose to succeed instead.
Transporting Touch (2nd Level Spell). Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 16 (3d10) force damage and the target must succeed on a DC 19 Charisma saving throw or be teleported up to 30 feet to an unoccupied space the archlich can see.
Spiritual Arsenal (5th Level Spell, Concentration). Melee Spell Attack: +11 to hit, reach 60 ft., any number of creatures. Hit: 13 (3d8) radiant damage. The archlich
may repeat this attack as a Bonus Action on each of its turns for the next minute.
Blessed Unrest (6th Level Spell). The archlich impels the soul of one sleeping creature it can see within 5 feet to depart from its body, forcing it to make a DC 19 Charisma saving throw.
On a failure, the creature remains sleeping until woken, its body rises under the archlich's control for as long as it is asleep, and it repeats this saving throw whenever it
takes damage, remaining asleep on a failure.
Turn the Living. The archlich forces each living creature of its choice within 30 feet to succeed on a DC 19 Wisdom saving throw or be Frightened for the next minute. While Frightened in this way, a creature must use its action to dash away from the archlich, and repeats this save at the end of each of its turns, ending the effect on a success.
Misdirection (4th Level Spell). As a reaction to seeing a creature cast a spell within 60 feet, the archlich and one of its illusory copies within 60 feet teleport to switch places. If the spell targeted the archlich, its new target becomes the copy.
Hallowed Balance (1/Day, 9th Level Spell). Each creature of the archlich's choice that it can see within 60 feet must succeed on a DC 19 Constitution saving throw or lose half its current hit points.
The archlich may restore a number of hit points up to the total amount lost this way, divided as it chooses between creatures in range.
The archlich can take 3 legendary actions, choosing from the options below.
Transporting Touch. The archlich makes an attack with its Transporting Touch.
Projected Likeness. The archlich creates an illusory copy of itself in its space, then moves up to half its speed. The copy lasts for a minute and uses the archlich's Statistics but dissipates if it takes any damage.
The archlich can see and hear through this copy, may move each of them up to 30 feet on its turn, and when the archlich casts a spell it may do so through one of its copies.
Bring Low (3rd Level Spell, Costs 2 Actions). One creature the archlich can see within 60 feet must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) radiant damage, or 36 (8d8) radiant damage if it has more than half its hit points.
Description
ARCHLICH LORE
Arcana DC 20: Archliches maintain a sanctified space to which their remains magically retreat if they are ever destroyed While such locations are invariably warded against magical detection, their escape can be interrupted with countermagic.
Religion DC 20: Archliches are those who forgo their destined rest for an eternity of service and guardianship, often standing solitary vigil for centuries in long-forgotten holy places. Few seek this fate out, but rather are called to it at the end of their natural lives by divine providence.
ARCHLICH TACTICS
Archliches prioritize the mission they have devoted their undeath to over their own pride or security, whether that Means merely frightening adventurers away or killing every one of them so they cannot reveal some secret. They begin combat with their Spiritual Arsenal, then follow up with Turn the Living, using Blessed Unrest whenever a creature falls prey to their soporific Aura. Their primary defensive tactic is using Misdirection with copies created with their Projected Likeness, though in the early stages of a fight they try to use Bring Low each turn against an unharmed eneny. They use Transporting Touch as an action only if a foe persistently resists their aura, afterwards moving away so it cannot easily close the distance again.
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