Legendary Resistance (3/Day). If the Lich Serpent fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes one Bite and one tail attack.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 12 (2d6+5) piercing damage plus 7 (2d6) necrotic damage.
Tail. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Tail Swipe. The Lich-Serpent swipes is tail in a 90 degree, 90-foot cone.Ranged Weapon Attack: +10 Hit: 21 (3d10 + 5) bludgeoning damage. All targeted creatures, must succeed on a DC 18 Strength saving throw or be pushed 20 ft to the side.
Breath Weapon (Recharge 6). Amber Breath. The Lich-Serpent shoots a 5ft wide blob of liquid amber within 100ft of itself which spreads arounds on impact and that solidifies upon impact. Each creature within 5ft of that area must succeed on a DC 18 Dexterity saving throw or be restrained by the solid amber. A creature can escape by making a DC 18 strenght check, have another creature make the check to pull them out or break the amber which has 15 AC and 35HP. A creature that is already restrained by this ability and gets hit by it again is now considered paralyzed and is now encased in a cube of solid amber that counts as total cover, it occupies a 5ft wide and 10ft high. The cube now has 18 AC and gains an additionnal 50HP on top of the remaining HP it has left.
The Lich-Serpent can spend 2 legendary points, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s turn. The Lich-Serpent regains spent legendary actions at the start of its turn.
Tail. (Costs 1) The Lich-Serpent makes one Tail attack.
Sorrow Screech. (Costs 2) The Lich-Serpent screams, causing all creatures within 120 ft to be deafened and frightened unless they succeed on a DC 19 Charisma Saving Throw
Coil. (Costs 1) The Lich Serpent Coils up, tightening is body and leaving only is hardest scales exposed on the outside from where his AC goes up to 22 for creature outside and down to 16 for any creatures inside, leaving a 20ft sphere on the inside. If there are any creatures inside, he makes a bite attack on a random creature. He stays in that stance for 2 turn after which he uncoils and replaces himself 30ft away without provoking opportunity attacks.
Ambered Nightmare. (Costs 2)
The Lich Serpent starts to emit a psychic influence upon all targets he can see within 90 feet. All of the affected creatures must succeed on a DC 19 Intelligence Saving Throw. On a failure the creature begins to hallucinate that Amberous Undeads are rising from the ground to grab at them and claw them.The target rationalizes any illogical outcomes from interacting with the hallucinations like allies being unafected the Amberous Undeads. On a success the creature is unnafected by this effect and is now immune to it for 8 hours. At the start of each of it's turns, an affected creature takes 2d6 psychic damage from the hallucinations. At the end of each of it's turns a creature can make a save against this effect, or every time they take damage, other than the damage from this, or if another player goes to help them overcome the hallucinations.
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