Medium Undead, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 165 (22d8 + 66)
Speed 30 ft., fly 30 ft. (hover)
STR
11 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws INT +12, WIS +9
Skills Arcana +19, Perception +9
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 17
Languages Common, Deep Speech, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Far Realm Parasite. Inside the lich's torso dwells a wormlike parasite that contains the lich's soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far Realm. In 2d4 days, the parasite causes the lich to reappear within 1d4 miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich's memories.

Innate Spellcasting. The lich's spellcasting ability is Intelligence (spell save DC 20). The lich can cast the following spells, requiring no components:
At will: detect magic, detect thoughts, mage hand, prestidigitation

2/day each: dispel magic, evard's black tentacles, hunger of hadar, lightning bolt

1/day each: arcane eye, counterspell, dimension door, plane shift (self only)

Legendary Resistance (4/Day). If the lich fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The lich makes one Parasitic Tentacle attack or casts one spell. The lich also uses Psychic Whisper twice.

Parasitic Tentacle. Melee Weapon Attack: +11 to hit, reach 10 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 lich and uses the target's initiative.

Psychic Whisper. The lich targets one creature it can see within 120 feet of itself. The target must succeed on a DC 20 Wisdom saving throw or take 25 (6d6 + 5) psychic damage and be stunned until the end of the lich's next turn as incomprehensible whispers fill the target's mind.

Reactions

Far Realm Step. Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.

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 eldritch lich regains spent legendary actions at the start of its turn.

Nightmare’s Gaze. The lich targets one creature it can see within 60 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be frightened of the lich 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. 

Parasitic Tentacle (Costs 2 Actions). The lich makes one Parasitic Tentacle attack.

Feeding Frenzy (Costs 3 Actions). Each creature poisoned by the lich’s Parasitic Tentacle takes 13 (3d8) necrotic damage.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the lich takes a lair action to cause one of the following effects; the can’t use the same effect two rounds in a row:

  • Glimpse the Far Realm. The lich casts confusion.
  • Deafening Choir. The lich conjures wailing mouths in a 50-foot square area within 120 feet of it. Each creature within the area must succeed on a DC 15 Constitution saving throw or be deafened until initiative count 20 on the next round, at which point the mouths disappear.
  • Terrain of Flesh. The lich transmutes a square area of ground it can see within its lair. The area can be up to 10 feet on a side. Each creature in the area must succeed on a DC 15 Dexterity saving throw or fall prone as the area turns into rolling folds of flesh. A creature that enters the area or ends its turn there must make the same save or fall prone. The effect ends on initiative count 20 on the next round.
Darastrix_the_kobold

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