Legendary Resistance (3/Day). If Arc fails a saving throw, it can choose to succeed instead.
Rejuvenation. If Arc has a phylactery, Even if he is destroyed he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Arc is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
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Cantrips (at will): mage hand, prestidigitation, ray of frost
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1st level (4 slots): detect magic, magic missile, shield, thunderwave
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2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, mirror image
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3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
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4th level (3 slots): blight, dimension door
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5th level (3 slots): cloudkill, scrying
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6th level (1 slot): disintegrate, globe of invulnerability
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7th level (1 slot): finger of death, plane shift
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8th level (1 slot): dominate monster, power word stun
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9th level (1 slot): power word kill
Turn Resistance. Arc has advantage on saving throws against any effect that turns undead.
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 18 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.
Sword of the NecroKnight Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: # (1d8 + 5) [necrotic slashing] damage.
Reaction Name. Enter the description for your action.
Arc 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 lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
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:
- Enter a description for a lair action.
- Enter a description for a lair action.
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:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Oct 12, 2019the spellcasting should make him 25 or more, but ya know