Legendary Resistance (5/Day). If the lich fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Rejuvenation. If it has a phylactery, a destroyed 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.
Spellcasting. The lich is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): shield, thunderwave
2nd level (3 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
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Magic Resistance. The lich has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The lich’s innate spellcasting ability is Intelligence (spell save DC 27). It can innately cast the following spells, requiring no components.
At will: detect magic, detect thoughts, levitate, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep
1/day each: dominate monster
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (perception) checks that rely on hearing or smell.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 27 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.
Tentacles. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled(escape DC 15) and must succeed on a DC 27 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned 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.
Bite. (Wolf, Bat, Vampire or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 12 (2d6 + 5) piercing damage plus 20 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. If the target is a humanoid, it must succeed on a DC 27 Constitution saving throw or be cursed with werewolf lycanthropy.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 27 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarm of bats or [Tooltip Not Found], provided that the sun isn’t up. While outdoors, the vampire can call 3d6 [Tooltip Not Found] instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Fire Breath (Recharge 5–6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 78 (12d12) fire damage on a failed save, or half as much damage on a successful one.
Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
The lich gains the following legendary action options, which replace all of the lich’s legendary actions.
Tentacles. The lich makes one attack with its tentacles.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Extract Brain (Costs 2 Actions). The lich uses Extract Brain.
Mind Blast (Costs 3 Actions). The lich recharges its Mind Blast and uses it.
Cast Spell (Costs 1–3 Actions). The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.
Description
In the shadows of a realm steeped in magic, a young girl was abducted by hags with sinister plans. Little did they know that her journey into darkness would be of her own volition. The transformation began slowly, taking root as a sinister seed in her youth.
Hag Transformation. Abducted as a child, she was fated to become a hag. However, the transformation did not manifest until she turned 13. During these formative years, she, aware of her impending fate, delved into the arcane arts. A child prodigy in wizardry, she sought forbidden knowledge to ensure her eventual ascent would be unparalleled.
Ceremorphosis. In the early stages of her magical pursuits, she encountered a cult of mind flayers. Drawn by the promise of unearthly power, she willingly underwent ceremorphosis. A tadpole was inserted into her skull, initiating a gradual transformation that would unfold over time.
Lycanthropy. As her studies progressed, she yearned for the primal strength of lycanthropy. Seeking out and embracing the curse of lycanthropy, she became bound to the moon's phases, with bestial urges intertwined with her growing arcane prowess.
Draconic Infusion. In pursuit of draconic might, she subjected herself to a ritual bath in dragon's blood. Scales replaced her decaying flesh, and her form became a hybrid of dragon and wizard, granting her special senses, resistance to destructive energy, and a breath weapon.
Vampiric Transformation. Seeking ultimate power, she willingly crossed paths with a vampire. Bitten, and allowed to draw blood in return, she transitioned from vampire spawn to true vampire. The vampiric curse took hold, turning her into a creature of the night.
Lich Transformation. With her newfound vampiric powers, she embarked on the path to lichdom. Sealing her soul within a phylactery, she embraced undeath, ensuring her existence would persist for eternity.
As she entered her teenage years, the dormant hag transformation and ceremorphosis took effect. Ancient and malevolent forces reshaped her form into that of a Hag and Mind Flayer. Now, this amalgamation of hag, lycanthrope, half-dragon, vampire, mind flayer, and lich roams the world—an embodiment of forbidden desires, arcane might, and a journey that began in innocence and ended in a monstrous symphony of darkness.
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Posted Apr 24, 2024yes