Legendary Resistance (3/Day). If the Dracolich fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d12 + 10) bludgeoning 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 21 Wisdom saving throw or become frightened for 5 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Dracolich's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 3–4). The Dracolich exhales lightning in a 100-foot long and 50-foot wide line. Each creature in that area must make a DC 24 Dexterity saving throw, taking 92 (26d6) lightning damage on a failed save, or half as much damage on a successful one.
The Dracolich 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 dragon regains spent legendary actions at the start of its turn.
Detect. The Dracolich makes a Wisdom (Perception) check.
Tail Attack. The Dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The Dracolich beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The odor of decay and rotten flesh surrounds the Dracolich, whose jagged horns and skeletal frame define its silhouette. Its body emits a dark aura and conducts surges of electricity at all times, and its flames for eyes blazes when it is aggro-vatted.
Lair and Lair Actions
A Dracolich’s Lair
A Dracolich's lair in high mountains or hills, dwelling in caverns of the underworld, or within the deep halls of abandoned Kingdoms. Caves with no geothermal activity and pitch black are the most highly prized Dracolich lairs, creating the sense of despair and danger that hinder intruders and letting searing horror and darkness cloud the Dracolich as it sleeps.
With its hoard well protected deep within the lair, a Dracolich spends as much of its time outside the domain as in it. For a Dracolich, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to destroy.
Throughout the lair complex, servants belonging to the Dracolich roam it's lair, defending the lair and the Dracolich.
Lair Actions
On initiative count 20 (losing initiative ties), the Dracolich takes a lair action to cause one of the following effects; the Dracolich can’t use the same effect three rounds in a row:
- Piles of bones erupts from a point on the ground 10-feet in front of the Dracolich, creating 2 Minotaur Skeletons or 12 Skeletons to defend its summoner.
- A tremor shakes the lair in a 60-foot radius around the Dracolich. Each creature other than the Dracolich on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 8 (2d6 +2) force damage.
- the lair is filled with a storm cloud in a 20-foot-radius sphere centered on a point the Dracolich can see within 100 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Dexterity saving throw or take 12 (2d4 +10) lightning damage.
Regional Effects
The region containing a legendary blue Dracolich’s lair is warped by the Dracolich’s dark magic, which creates one or more of the following effects:
- Small earthquakes and or thunderstorms are common within 6 to 9 miles of the Dracolich’s lair.
- Water sources within 1 mile of the lair are supernaturally blackened and tainted by decaying flesh.
- Rocky fissures within 1 mile of the Dracolich’s lair form. Portals to the Dracolich's Demiplane, allowing creatures of the undead into the world to dwell nearby.
If the Dracolich dies, these effects fade over the course of 2d12 +6 days.
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