Rejuvenation: If the dracolich is destroyed, it regains all its hit points after 24 hours, unless its phylactery (if applicable) is destroyed.
Innate Spellcasting: The dracolich can cast spells as a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks).
Spellcasting: The dracolich has the following spells prepared:
- Cantrips (at-will): Chill Touch, Mage Hand, Ray of Frost
- 1st level (4 slots): False Life, Ray of Sickness, Shield
- 2nd level (3 slots): Blindness/Deafness, Ray of Enfeeblement
- 3rd level (3 slots): Animate Dead, Vampiric Touch
- 4th level (3 slots): Blight, Stoneskin
Deathly Breath (Recharge 5-6): The dracolich exhales necrotic energy in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much on a successful one.
Multiattack: The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 10 (3d6) necrotic damage.
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Frightful Presence: Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 15 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.
Enter the description for how legendary actions work for your monster here.
Legendary Resistance (3/Day): If the dracolich fails a saving throw, it can choose to succeed instead.
Cast a Cantrip: The shaman casts a cantrip.
Move: The shaman moves up to its speed without provoking opportunity attacks.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
The cavern begins to shake, ice chunks begin to fall from the ceiling.
Lair Actions
On initiative count 20 (losing initiative ties), the [monster name] takes a lair action:
- Everyone makes a DC16 Dex save. On a fail they take 1d6 bludgeoning damage and are knocked prone.
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