All That Lives Must Die. The briarheart can cast Necromancy spells using its Wisdom spellcasting modifier. It is naturally a druid.
Spellcasting. The BriarHeart is an 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): Toll the Dead, Shillelagh, Frostbite, Infestation
1st level (4 slots): Inflict Wounds, Absorb Elements, [spellFaerie Fire[/spell], Cause Fear
2nd level (3 slots): Spike Growth, Ray of Enfeeblement, Hold Person
3rd level (3 slots): Call Lightning, Feign Death, Bestow Curse
4th level (3 slots): Blight, Giant Insect, Guardian of Nature, Grasping Vine
5th level (3 slots): [Tooltip Not Found], Contagion (flesh rot), Geas
6th level (1 slot): Create Undead, [Tooltip Not Found]
7th level (1 slot): Regenerate
8th level (1 slot): Abi-dalzim's Horrid Wilting
9th level (1 slot): Storm of Vengeance
Turn Resistance. The BriarHeart has advantage on saving throws against any effect that turns undead.
Undead Fortitude. If damage reduces Briar to 0 hit points, it must make a Constitution saving throw with a DC of half the damage taken, unless the damage is radiant or from a critical hit. On a success, Briar drops to 1 hit point instead. If Briar heart is ripped out, it loses this ability.
Scythe. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 1) slashing damage.
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Briar 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 lich regains spent legendary actions at the start of its turn.
Cantrip. The BriarHeart casts a cantrip.
Font of Horrors (Costs 2 Actions). The BriarHeart regenerates health, expending up to a total of 20 Hit Dice before a long rest.
Roar (Costs 2 Actions). The BriarHeart roars, and any creature within 10 feet of it must make a Dexterity saving throw. On a failed save, the creature is knocked back 15 feet and falls prone. On a successful save, the creature is only pushed 5 feet back.
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Description
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Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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