Vampiric Parasite. Inside the lich’s torso dwells a batlike 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.
Blessing of the Bat (Recharges after a Short or Long Rest). If the Vampiric Lich would be reduced to 0 hit points, its current hit point total instead resets to 200 hit points, and it recharges its Spells. Additionally, the Vampiric Lich can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the Vampiric Lich after its Blessing of the Bat activates.
Cloak of Bats: The Vampiric Litch enters with 5 swarms of bats that act as his cloak and wings. The Swarm absorbs any initial damage the Vampire Lich were to take. The Swarm has 100 (18d10) hit points.
Legendary Resistance (5/Day). If the lich fails a saving throw, it can choose to succeed instead.
Unusual Nature. The lich doesn’t need air, food, drink, or sleep.
Multiattack. The lich makes two Shadow Tentacle attack or uses his Spellcasting ability. The Vampiric Lich also uses Psychic Whisper once.
Shadow Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 25 (6d6 + 4) piercing damage plus 25 (6d6 + 4) necrotic damage.
Psychic Whisper. The lich targets one creature it can see within 120 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and be stunned until the end of the lich’s next turn as incomprehensible whispers fill the target’s mind.
Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 23):
At will: ice knife, eldritch blast, misty step
3/day each: dispel magic, vitriolic sphere, phantasmal killer
2/day each: blight, plane shift (self only), call lightning, disintegrate
1/day each: chain lightning, harm, mental prison, finger of death
Fell Rebuke. 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. Any creature in a 5 foot radius of where the Vampiric Lich was standing takes 25 (6d6 + 4) thunder damage.
Dread Counterspell (5/Day). The Vampiric Lich utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 5th level or lower, it fails but any spell slots or charges are not wasted. If the spell is 6th level or higher, The Vampiric Lich makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. The caster takes 10 (3d6) plus the spells level in psychic damage if the spell fails.
The Vampiric Litch takes 5 legendary actions, choosing from the options below. Only one legendary action option can be used at the end of another creatures turn. The Vampiric Litch regains spent legendary actions at the start of its turn.
Tactical Movement. The Vampiric Lich moves up to his speed. This movement doesn’t provoke opportunity attacks.
Psychic Whisper. The lich targets one creature it can see within 120 feet of itself. The target must succeed on a DC 24 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and be stunned until the end of the lich’s next turn as incomprehensible whispers fill the target’s mind.
Summon Servants (Costs 3 actions): The Vampiric Lich summons 3d4 swarm of bats this swarm joins his Cloak of Bats. While outdoors, the vampire can call 3d6 vampire spawn instead.
If the Vampire Lich's Blessing of the Bat trait has activated in the last hour, it can use the options below as legendary actions.
Grand Screech (Costs 4 Actions): A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a DC 19 Constitution saving throw. A creature takes 12d8 (12d8) force damage on a failed save, or half as much damage on a successful one. A creature that failed this save also becomes stunned until the start of the Vampiric Lich's next turn.
Life Drain (Costs 5 Actions): Each creature within 30 feet of the Vampiric Lich must make a DC 19 Constitution Saving throw. On a failed save, the creature's hit point maximum is reduced by 30 (8d6) The Vampiric Lich gains life equal to half the total damage done. If a creatures hit point maximum is reduced to 0 by this effect, the creature dies. A creatures hit point maximum can be restored with the greater restoration, or similar effect.
Description
From beyond the stars, an Undead Lord whispers promises of reality-defying knowledge and world-bending power. When a wizard or a warlock hears that whisper and listens too intently, they might set foot on the twisting path toward becoming an Vampiric lich.
Like other liches, Vampiric liches are spellcasters who have cheated death, but an Vampiric lich does so by allowing an Undead Lord to implant a Far Realm Batlike parasite in the lich. That parasite bestows undeath upon the spellcaster and causes strange vampiric transformation to take place. The parasite’s mouth is visible on the lich’s torso, and the parasite guards the lich against destruction, reviving the lich a few days after death.
An eldritch lich constantly hears bizarre whispers from the Far Realm, to which the lich nods and mutters. Occasionally, the lich uses its telepathy to share those whispers with the minds around it.
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