Avoidance. If Zzek is subjected to an effect that allows her to make a saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If Zzek fails a saving throw, she can choose to succeed instead.
Turn Immunity. Zzek is immune to effects that turn undead.
Spellcasting. Zzek is a 9th-level spellcaster, her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). +6 to hit with spell attacks). Zzek has the following wizard spells prepared:
Cantrips (at will): mage hand, acid splash, gust
1st level (4 slots): shield, unseen servant, magic missile
2nd level (3 slots): blur, cloud of daggers, misty step, scorching ray
3rd level (3 slots): counterspell, erupting earth, lightning bolt, thunder step
4th level (3 slots): blight, polymorph
5th level (1 slot): cone of cold, wall of force
Callous Crowing. (Recharge 5–6).
Wisdom Save DC 14: Every hostile creature within 90ft. that can hear Zzek makes a Wisdom Saving throw. On a failed save, the target(s) take 2d4 Thunder damage and is frightened until the end of its next turn; half damade on a successful one. All dire chickens within this radius gain a +3 bonus to attack and damage rolls.
Life Drain Talon. Zzek targets up to two creatures that it can see within 5 feet of her. Each target must succeed on a DC 15 Constitution saving throw or take 10 (2d6) necrotic damage, and Zzek regains hit points equal to the total damage dealt to all targets.
Zzek 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. Zzek regains spent legendary actions at the start of her turn.
Flutter. If Zzek if still in the air at the end of her turn, she flutters to the ground without taking fall damage.
Cloud of Feathers. Zzek magically poofs into a fluff of feathers Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be prone with laughter until the end of Zzek's next turn. Anyone that succeeds on the saving throw is immune to this effect for 1 minute.
Frightening Gaze (Costs 3 Actions). Zzek targets one creature it can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of their 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 Zzek's gaze for the next 24 hours.
Description
Zzekk the Chicken Lich was once a powerful archwizard, but she was corrupted by her endless need for arcane power and was transformed into a Chicken-Lich.
Lair and Lair Actions
Zzek the Chicken Lich's Lair
Zzek hides her earthly remains and treasures in a tomb guarded by monsters and traps. At the heart of this labyrinth rests the dskull and the dust from her other bones.
In her Lair, Zzek has access to lair actions and additional uses for her legendary actions. Her whole lair also has unique traits.
Lair Actions
On initiative count 20 (losing initiative ties), Zzek rolls a d20. On a result of 11 or higher, Zzek takes a lair action to cause one of the following effects, she can’t use the same effect two rounds in a row.
- The lair trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone.
- Zzek targets one creature she can see within 60 ft. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
- Zzek targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round.
Lair Traits
Zzek's Lair might have any or all of the following effects in place:
- Monsters in the lair have advantage on saving throws against being charmed or frightened, and against features that turn undead.
- The lair is warded against the magical travel of creatures Zzek hasn’t authorized. Such creatures can’t teleport into or out of the tomb’s area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren’t used to leave or enter the tomb’s area.
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