Medium Swarm of Medium undead, Any Evil Alignment
Armor Class 15 (natural armor)
Hit Points 270 (18d8 + 54)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws CON +6, INT +8, WIS +5
Skills Arcana +17, History +12, Insight +9, Perception +9
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Celestial, Common plus up to five other languages, Draconic, Dwarvish, Elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Rejuvenation. If it has a phylactery, a destroyed 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 phylactery.

Spellcasting. Cal'urus is an 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +11 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, blindness/deafness, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, contagion,raise dead

6th level (1 slot): disintegrate, globe of invulnerability,create undead,magic jar

7th level (1 slot): finger of death, plane shift,resurrection

 

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

Actions

Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The 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 16 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.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 16 Constitution saving throw against this magic, taking 21 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Cla'uous was a well know wizard from the time of strife almost a 100 years ago in one of the pervious great wars. She has lost anyone and everyone she has ever cared about. She has traveled far and wide to try and find the power to bring those she lost back to her. She fell into the group known as Sultana's Chosen years ago and has continued to try and gain more power. she has finally reached a point where she believes she can become a full blown litch and gain the powers she has always strived for.

Lair and Lair Actions

A Lich’s Lair

A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.

Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.

A lich encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), Cal'urus 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:

  • Cal'urus summons a small hoard of skeletons that appear within its lair these are weaker than normal skeletons and are considered minions 
  • Cal'urus, if any skeletons or undead are on the field can absorb the life-force instilled within the undead and heal 10 HP per monster 
  • Cal'urus may shoot out a wave of necrotic energy dealing 2d10+11 necrotic damage to each creature within its lair 

Previous Versions

Name Date Modified Views Adds Version Actions
3/26/2023 12:28:10 AM
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Rognvaldr77

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