Medium Undead, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., Swim 60 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +8, INT +10, WIS +7
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight, Darkvision, Passive Perception 19
Languages Aquan, Common, Deep Speech, Primordial, Thieves' Cant
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

 

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

Rejuvenation. If his ship is not destroyed, a destroyed Zethlatk gains a new body in 1d10 days, regaining all hit points and becoming active again. The new body appears within the Captain's quarters.

Spellcasting. The spellcasting ability is Intelligence (spell save DC 20, +11 to hit with spell attacks). The lich has the following wizard spells prepared:

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

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

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

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

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

5th level (3 slots): cloudkill

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

  • Lightfooted. can take the Dash or Disengage action as a bonus action on each of its turns.
  • Sea Legs. advantage on ability checks and saving throws to resist being knocked prone
Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.

  • Multiattack. Makes two sword and two tentacle attacks.
    • Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
      • Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Bonus Actions

Dash Or Disengage

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 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.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Lair Actions

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

target one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 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 lair.

  •  call forth the spirits of creatures that died in the 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 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Habitat: CoastalUnderwater

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