Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, thaumaturgy
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image, hellish rebuke, darkness
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Cultist Dagger. The lich attacks with a dagger made of cursed bone. +5 to hit. On a hit, the dagger deals 1d4+3 slashing damage, and 2d6+12 necrotic damage.
Burden of the Trickster
Once per turn, the lich can conjure a blank white mask and equip it. Once equipped, it must roll 1d4. If the number is even, the lich regains hit points equal to Intelligence modifier. If the number is odd, it instead is dealt that damage (the damage is psychic). The mask then dissolves once this affect has been applied.
Alternatively, the lich can also put the mask on a target it can see that is within 5 feet of it. The lich must make a Strength check that contests either the target's Strength or Dexterity saving throw. If the target succeeds the Strength saving throw, the lich is then considered grappled.
If the mask heals, it reveals itself to be a comedy. If the mask deals damage, it reveals itself to be a tragedy.
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.
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.
The Face Behind the Mask (Costs 3 Actions). The lich sheds its physical form and becomes pure magic. It gains immunity to non-magical damage, and heals 50% of its missing HP. The lich is also healed of any conditions that are effecting it. This can only ever be used once, unless a new physical body is provided for it to inhabit.
Description
Zetharmas was rumored to be the scion of a powerful demon lord, but nobody knew if this was true. He was one of the main leaders of the Church of Cyric faction involved in the Despayr's plot in 1374 DR. Zetharmas was the one that materially opened the hole in the Weave. He and his fellow Cyricists resided in the Monastery of Ebon Dome on the Plane of Shadow for the duration of the plot. However, an adventurers party defeated him.
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), the lich 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:
- The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The lich targets 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 lich’s lair.
- The lich calls forth the spirits of creatures that died in its 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.







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