Amphibious. The dragon-lich can breathe air and water.
Legendary Resistance (4/Day). If the dragon-lich fails a saving throw, it can choose to succeed instead.
Turn Resistance Aura. The dragon-lich and all Undead within 15 feet of it have advantage on saving throws against any effect that turns undead.
Hideous Telepathy. When the dragon-lich talks to a creature using its telepathy for the first time, the creature must succeed on a DC 17 Constitution saving throw or take 2 (1d4) psychic or necrotic damage (dragon-lich's choice) and have disadvantage on all saving throws, ability checks and attack rolls until the end of the next round. A creature that succeeds on the saving throw once is immune to the dragon-lich's Hideous Telepathy for 1 hour.
Rejuvenation. If it has a phylactery, a destroyed dragon-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.
Regeneration. The dragon-lich regains 25 hit points at the start of each of its turns if it has lost any amount of hit points.
Semi-Immortal Nature. The dragon-lich dosen't require food, air, or drink and it has advantage on saving throws against spells with the (chronomancy) tag.
Draconic Nature. The Dragon-Lich is considered to be both an Undead and a Dragon rather than just an Undead when being affected by spells or other sources.
Necromancy Proficiency. Whenever the dragon-lich casts a Necromancy spell, it can choose to cast the spell at the same level it normally is but using a spell slot of up to two levels lower (except cantrip level). For example, if the dragon-lich wanted to cast animate dead, it could expend a spell slot of 2nd or 1st level instead of 3rd level to cast the spell at the same power it normally is.
Lifeforce Spells. Whenever the dragon-lich casts a spell that deals necrotic damage or the damage type dealt by its breath weapon, it can choose to sacrifice an amount of hit points in order to increase the amount of damage dealt by the spell by half the amount of hit points sacrificed. Additionally, if the dragon-lich has no spell slots remaining of a certain level, it can choose to sacrifice an amount of hit points equal to the level of the spell slot to instantely regain 1 spell slot of that level as a bonus action.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage + 7 (2d6) poison damage + 2 (1d4) necrotic damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage + 6 (1d12) cold damage and 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.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage + 2 (1d4) necrotic or cold damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Spellcasting. The dragon-lich's spellcasting ability is Intelligence (spell save DC 23, +17 to hit with spell attacks). The dragon-lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, shape water
1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant
2nd level (4 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, spirit of death
5th level (3 slots): cloudkill, scrying, seeming
6th level (2 slots): disintegrate, globe of invulnerability
7th level (2 slots): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
10th level (1 slot): doom
The dragon-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 dragon-lich regains spent legendary actions at the start of its turn.
Detect. The dragon-lich makes a Wisdom (Perception) check.
Swift Attack. The dragon-lich makes a tail or claw attack.
Minor Spell. The dragon-lich casts a cantrip, 1st, or 2nd level spell.
Wing Attack (Costs 2 Actions). The dragon-lich beats its wings. Each creature within 10 feet of the dragon-lich must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage + 2 (1d4) necrotic damage and be knocked prone. The dragon-lich can then fly up to half its flying speed.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 25 feet of the dragon-lich must make a DC 17 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 Dragon-Lich is believed to be the most powerful form of undeath a dragon can take. By binding the dragon's magical essence to the darkest powers of the Weave and the Void (the origins of all magic), the dragon can gain power over true lichdom and necromancy as a whole. To create a dragon-lich, the same ritual that a humanoid uses to turn itself into a lich is used on the dragon, except the phylactery has to be a complex magical item that has a chunk of it permanently attached to the dragon. This power confluxer allows for the dragon to wield its very lifeforce as fuel for its magical wrath. Due to their mastery over necromancy, a dragon-lich's body glows in three different colors, each one representing a tier of necromantic focus and power. One of the dragon-lich's eyes glows lime green, the other glows bright teal, while the phylactery chunk that is infused within the dragon-lich's body glows a deep, dark purple. Lime green is the least focused of necromantic powers, while dark purple is slightly above that in raw power. However, teal-colored necromancy is purely focused necrotic wrath and this sort of necromancy is only used by true necromancers and powerful undead fiends.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon-lich takes a lair action to cause one of the following effects; the dragon-lich can’t use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon-lich can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon-lich uses this lair action again or when the dragon-lich dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon-lich. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon-lich uses this lair action again or when the dragon-lich dies.
- Magical fog billows around one creature the dragon-lich can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon-lich until initiative count 20 on the next round.
- The dragon-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 dragon-lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the dragon-lich to the target. Whenever the dragon-lich takes damage, the target must make a DC 17 Constitution saving throw. On a failed save, the dragon-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 dragon-lich or the target is no longer in the dragon-lich’s lair.
Regional Effects
The region containing a legendary green dragon-lich’s lair is warped by the dragon-lich’s magic, which creates one or more of the following effects:
- Thickets form labyrinthine passages within 1 mile of the dragon-lich’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. - Within 1 mile of its lair, the dragon-lich leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon-lich’s path.
- Rodents and birds within 1 mile of the dragon-lich’s lair serve as the dragon-lich’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon-lich dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.
Previous Versions
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