Medium Undead (Elf), Any Evil Alignment
Armor Class 17 (natural armor) 22 ( With Bladesong)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
9 (-1)
DEX
18 (+4)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +10, INT +12, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9, Performance +10
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Special Equipment. Cassim wields three shortswords, Dancing Sword, Defender, Sword of Life Stealing.

Bladesong (2/short rest). Cassim can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if he becomes Incapacitated. He can also dismiss the Bladesong at any time you choose (no action required). While Bladesong is active, Cassim gain the following benefits:

  • Gains a bonus to his AC equal to his Intelligence modifier.
  • Walking speed increases by 10 feet.
  • Advantage on Dexterity (Acrobatics) checks.
  • Gain a bonus to any Constitution saving throw made to maintain concentration on a spell. The bonus equals Cassim's Intelligence modifier.
  • Gain a bonus to damage of melee weapon attacks equal to Intelligence modifier (added to attacks already)

Legendary Resistance (3/Day). If the Cassim 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. Cassim 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): green flame blade, sword burst, true strike

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

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

3rd level (3 slots): Blink, counterspell, dispel magic, greater invisibility

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

5th level (3 slots): animate objects, Far Step

6th level (1 slot): Contingency, Create Homunculus

7th level (1 slot): Crown of Stars, Simulacrum

8th level (1 slot): abi-dalzim's horrid wilting, power word stun

9th level (1 slot): Time Stop

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

Actions

Multiattack. Cassim makes three attacks with its shortswords or two with Paralyzing Touch. While performing Bladesong, Cassim also makes an attack with his Dancing Sword

Defender Shortsword. Melee Weapon Attack: +11/+14 to hit, reach 5 ft., one creature. Hit: 12/15 (1d6 + 9/12) piercing damage. On the first attack Cassim can decided to transfer a portion of the +3 bonus of the defender sword to their AC.

Dancing Shortsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 14 (1d6 + 11) piercing damage. The sword flies up to 30 feet, and attacks one creature of Cassim's choice within 5 feet of it.  As a bonus action Cassim causes it to fly up to 30 feet to another spot within 30 feet of Cassim. As part of the same bonus action,  Cassim can cause the sword to attack one creature within 5 feet of it.

Nine Lives Stealer Shortsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 14 (1d6 + 11) piercing damage. The sword has 5 charges, On a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. The sword loses 1 charge if the creature is slain.

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.

Legendary Actions

Cassim 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. Cassim regains spent legendary actions at the start of its turn.

Cantrip. Cassim casts a cantrip.

Attack. Cassim makes one green flame blade melee attack 

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

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.

Description

A master of the sword, carrying a fearsome presence adorned in fine black silks forming cloaks that look to have been touched by time resembling that of death. Carrim enters the battle performing a dirge hymn aiming slaughter all that bare heart beat.

Goal: To find and wield the Vorpal sword

Bond: Undying loyalty to Lichlock

Ideal: To kill a god

Flaw: Relishes in dragging out a death for those who show no honour in battle

Fighting method: Carrim will employing a range of distance spells such as Crown of Stars,Magic Missile and will cast Time Stop and proceed to cast Blink,Far Step,Foresight,Mirror Imagecommencing his final Hymm as time returns to normal allowing all to hear his hymn of sending.

In a battlefield of dropped weapons he will animate them to fight by his side.

Cassim enters a fight with contingency cast to trigger greater invisibility when he drops below 60 hit points

He will only draw his Nine Lives Stealer Shortsword after casting true strike

JordanKOP

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