Medium Undead, Lawful Neutral
Armor Class 18
Hit Points 190 (20d8 + 100)
Speed 30 ft., Fly 60 ft. Hover. Thanks to its celestial nature, the Archlich has the ability to float and fly, making it even more formidable.
STR
12 (+1)
DEX
14 (+2)
CON
20 (+5)
INT
23 (+6)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws INT +13, WIS +11, CHA +12
Skills Arcana +19, History +19, Insight +12, Perception +19, Religion +19
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight Blindsight: The Archlich has a Blindsight range of 30 feet. It can perceive its surroundings without relying on sight within a specific radius., Truesight Due to its enhanced undead and celestial nature, the Archlich possesses Truesight out to 120 feet. This means it can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throw, Unknown Passive Perception: 25 (calculated as 10 + its Wisdom modifier + its proficiency bonus, assuming it's proficient in the Perception skill)., Passive Perception 25
Languages All languages, telepathy 120 ft
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits
  • Celestial Pact: The Archlich has advantage on saving throws against spells and other magical effects.
  • Sacrificial Power: When the Archlich reduces a creature to 0 hit points, it gains temporary hit points equal to the creature's CR or level.
Actions
  • Touch of the Celestial: Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 6) radiant damage. The target must make a DC 21 Wisdom saving throw or be paralyzed until the end of its next turn.
  • Spellcasting: The Archlich is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The Archlich can cast spells from the Cleric and Wizard spell lists.
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Celestial Rebuke: When the Archlich takes damage from a creature within 60 feet of it, it can use its reaction to force the creature to make a DC 21 Wisdom saving throw. On a failed save, the creature takes 22 (4d10) radiant damage.

Legendary Actions

The Archlich 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 Archlich regains spent legendary actions at the start of its turn.

  • Spell (2 actions): The Archlich casts a spell from its list, using a spell slot as normal.
  • Radiant Burst (1 action): The Archlich emits a burst of radiant energy. Each creature within 20 feet of it must make a DC 21 Constitution saving throw, taking 15 (3d10) radiant damage on a failed save, or half as much damage on a successful one.
  • Heavenly Shift (1 action): The Archlich teleports up to 30 feet to an unoccupied space it can see.
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Celestial Archlich is adorned with ancient robes woven with celestial patterns. Its skeletal form emits a soft, radiant glow. Where its eyes should be, twin stars burn with the light of the heavens.

Lair and Lair Actions

LAIR AND LAIR ACTIONS DESCRIPTION:

  • The Archlich's lair is a grand celestial observatory, situated in a plane touched by both the heavens and the mortal world. At the start of each of its turns, the Archlich can take one of the following lair actions:
    • The Archlich summons 1d4 celestial spirits to its aid. These spirits act on its initiative and obey its commands.
    • A beam of radiant energy shoots down from the observatory's central dome, targeting a creature the Archlich can see. The creature must succeed on a DC 21 Dexterity saving throw or take 33 (6d10) radiant damage.
    • The stars above shift, changing the battlefield's landscape. Up to three 10-foot-square areas within the lair become difficult terrain until the Archlich's next turn.

Monster Tags: undead

SigmaSapien

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