Medium Undead (Elf), Chaotic Evil
Armor Class 19 Natural Armour
Hit Points 135 (18d8 + 54)
Speed 30 ft., Ignores difficult terrain caused by plants and foliage
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +7, CON +8, WIS +9
Skills Arcana +7, History +7, Insight +9, Perception +9
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60ft, Passive Perception 19
Languages Common, Druidic, Elvish, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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.

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Equipment. The Ghostlord posses a Moon Sickle, +1.

Master of Life & Death (3/Day). If The Ghostlord fails a saving throw, it can choose to cause a summoned creature (Lair Actions) to suffer the effects instead. If The Ghostlord does not currently have any summoned creatures, it is unable to use this ability. 

Utility SpellsIn addition to the other abilities and spells in this statblock, The Ghostlord can cast the following spells using Wisdom as the spellcasting ability (DC 18):

At Will: mage handproduce flame

3/day each: detect magicheat metalanimate dead, dispel magic, stinking cloud

1/day each: dominate beast, scrying, transport via plants

Actions

Multiattack. The Ghostlord makes 3 attacks using Paralysing Touch, Biting Acid, Disruptive Thunder or a combination of them.

Paralyzing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or become dazed (save ends at end of turn).

Biting Acid. Ranged Spell Attack: +10 to hit, range 120ft., one target. Hit 13 (3d8) acid damage. A target hit with this attack cannot regain hit points until the start of The Ghostlord's next turn.

Disruptive Thunder. Melee or Ranged Spell Attack: +10 to hit, reach 5ft or range 60ft., one target. Hit 11 (2d10) thunder damage. If the target is Large or smaller, the lich can move them up to 15ft horizontally.

Blightfire. The Ghostlord unleashes a wave of fire, forcing creatures within 15ft of them to make a DC 18 Constitution saving throw. On a failed save, a creature takes 5d6 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

Blight (2/day). Ranged Spell: range 30ft, DC 18 Constitution Saving Throw, 8d8 necrotic damage, 1/2 damage on save. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

Wall of Thorns (1/day) Concentration. The Ghostlord creates a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within 120ft on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

Firestorm (1/day). Ranged Spell, range 150ft, area 10x 5ft adjacent cubes. A storm made up of sheets of roaring flame appears in a location you choose within range.  Each creature in the area must make a DC 18 Dexterity saving throw. It takes 5d10 fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Undead Wildshape (2/day). The Ghostlord transforms into the skeletal form of either a Giant Eagle (AC15) or a Dire Lion (Saber-Toothed Tiger - AC14).

Transport via Plants. The Ghostlord creates a magical link between two trees within his grove, allowing him to step into the target plant and exit from the destination plant.

Reactions

Death's Breath. When a creature within 5ft hits the Ghostlord with an attack, he breathes a toxin at the creature. The creature must succeed on a DC 18 Constitution saving throw or become poisoned until the end of their next turn.

Absorb Elements (3/day). When The Ghostlord takes acid, cold, fire, lightning, or thunder damage they can use their reaction to gain resistance to the triggering damage type until the start of your next turn.

Legendary Actions

Soul Sip (Round 1). The Ghostlord targets all enemies they can see within 60ft. Each target must succeed on a DC 18 Wisdom saving throw or take 1d8 psychic damage. The Ghostlord regains hit points equal to the damage dealt, as he absorbs a sliver of the targets' souls.

Towers of Vines (Round 2). The vines within the lair form 3 pillars, striking upwards with violent speed. Each pillar is a cylinder that has a diameter of 5 feet and a height of 30 feet. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles creating difficult terrain in a 15ft diameter square. If a pillar is created under a creature, that creature must succeed on a DC 12 Dexterity saving throw or be lifted by the pillar, striking the ceiling, taking 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice). On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Poison Cloud (Round 3). The Ghostlord creates a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point within 120ft. The fog spreads around corners. All creatures within the fog must make a DC 18 Constitution saving throw. On a failed save the creature takes 5d8 poison damage and on its next turn spends its action retching and reeling. On a successful save the creature takes half damage and is not affected. Creatures are subject to the saving throw even if they hold their breath or don't need to breathe.

Lair and Lair Actions

The Ghostlord's lair consists of a twisted grove, containing cracked trees and twisting vines. 4 of these trees have embedded gems that have been imbued within magical energy, summoning the spirits of undead animals and plants to defend him. Each gem has AC 16, 30HP, automatically fails saving throws and has immunity to psychic damage.

Lair Actions

On initiative count 20 (losing initiative ties), the Ghostlord takes a lair action to cause one of the following effects; the Ghostlord can’t use the same effect two rounds in a row:

  • 1d4 Shades that take animal forms are summoned from each remaining gem
  • The might of the diseased grove creates a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of The Ghostlord, acting on its own initiative count. The shambling mound dies after 1 hour or when the lich uses this lair action again.
  • Vines and other plants within the lair come alive, acting as if casting the Entangle spell (DC 12) within the lair, which lasts until initiative count 1.

CaptainHuan

Comments

Posts Quoted:
Reply
Clear All Quotes