Legendary Resistance (6/Day). If Vandov fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Vandov's phylactery is intact and he is destroyed, he gains a new body in 1d6 days, regaining all its hit points and becoming active again. The new body appears within 6 feet of his phylactery.
Spellcasting. Vandov was a 20th-level spellcaster before he became a lich, now he's far greater. His spellcasting ability is Intelligence (spell save DC 24, +17 to hit with spell attacks). Vandov has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, acid splash, infestation, poison spray, primal savagery, thorn whip
1st level (at will): detect magic, magic missile, shield, thunderwave, find familiar, absorb elements, chaos bolt, inflict wounds, shocking grasp, mage armor, ray of sickness, shield
2nd level (at will): acid arrow, detect thoughts, invisibility, mirror image, spider climb, Melf's acid arrow, lesser restoration, knock, arcane lock
3rd level (at will): animate dead, counterspell, dispel magic, fireball, bestow curse, vampiric touch
4th level (18 slots): blight, dimension door, giant insect, polymorph, banishment, vitriolic sphere, phantasmal killer, ice storm
5th level (15 slots): cloudkill, scrying, insect plague, greater restoration, raise dead, hold monster, wall of force
6th level (12 slot): disintegrate, globe of invulnerability, blade barrier, chain lightening, circle of death, create undead, flesh to stone, harm, soul cage
7th level (9 slot): finger of death, plane shift, Mordenkainen's sword, resurrection, teleport
8th level (6 slot): dominate monster, power word stun, antimagic field, Abi-Dalzim’s horrid wilting, maze, mind blank
9th level (3 slot): power word kill, mass polymorph, true polymorph, true resurrection, time stop
Turn Immunity. Vandov is immune to effects that turns undead.
Avoidance. If Vandov is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Corrosion. Vandov's body emits acid that can eat away at armor and weapons, after the he lands a successful hit on a creature roll a d20, if the roll is a 14 or under place a broken counter on the creature. If a creature has 3 broken counters its armor or weapon (roll a dice, odd for armor and even for weapon) breaks and it cannot be used. Broken items can be repaired at a weapon smiths shop.
Quick Shot. Vandov can cast cantrips as well as level four or lower spells that inflict acid or poison damage at the cost of a bonus action.
Hive Pheromone. When Vandov summons insects or insect like creatures the summoned creatures become subservient to the lich. They also gain 16 temporary hit points (if applicable), and their hit points are healed to their maximum value. This ability is active even in antimagic areas.
Steroid Pheromone. Insect or insect like creature(s) that serve Vandov inflict their strength or dexterity modifiers as additional piercing damage to creatures hit by a successful attack, also the insect or insect like creature(s) gain advantage on attack rolls against non insect creatures. This ability is active even in antimagic areas.
Secret burrow. If Vandov burrows to within 6ft of a creature, he can hit the creature with a sneak attack doing (7d6) additional acid or poison damage to the creature.
Lethal Acid. Spells cast by the Vandov which inflict acid or poison damage inflict an additional (7d6) additional acid or poison damage to the target of the spell.
Acid Burst. Upon dying Vandov bursts open with revolting fluid. All non insect or insect like creatures within a 120 ft radius of Vandov must succeed a DC 20 Constitution saving throw taking 140 (14d20) acid damage plus 140 (14d20) poison damage or half as much on succeeding both saves.
Neurotoxic Touch . Melee Spell Attack: +17 to hit, reach 6 ft., one creature. Hit: 28 (2d20 + 8) poison damage plus 10 (1d20) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or be unconscious for 6 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Acid barrage. Ranged Spell Attack: +17, reach 20ft, up to two creatures. Hit: 21 (2d20 + 1) acid damage. The target(s) must succeed on a DC 18 Dexterity saving throw or be poisoned for the next 12 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Insect Call. Ranged Summoning Spell: reach up to 360ft. Summons insects within a 360ft radius sphere of a point Vandov chooses.Creature(s) other than him takes 40 (8d10) bludgeoning damage if it is at the selected spot.
Insect Barrier. Ranged Ward Spell: reach 120 ft. Summons all insects within a 360ft of Vandov to go around Vandov to form a 60ft radius barrier around him. Non insect creatures (except the lich) have disadvantage in all ability rolls, attack rolls, and saving rolls while in the barrier. Non insect creatures (except Vandov) within the barrier take 13 (1d20 + 3) bludgeoning damage at the end of each turn.
Vandov can take 4 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. Vandov regains spent legendary actions at the start of its turn.
At Will Spell. Vandov casts one of his at-will spell, if it inflicts acid or poison damage double the damage dice total.
Neurotoxic Touch (Costs 2 Actions). Vandov uses his Neurotoxic Touch with an advantage to its attack roll.
Insect Command (Costs 1 Action). Vandov can use either Insect Call or Insect Barrier
Frightening Gaze (Costs 2 Actions). Vandov fixes his gaze on one creature it can see within 15 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 3 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 Vandov's gaze for the next 3 hours.
Disrupt Life (Costs 3 Actions). Each non-undead or non- insect creature within 60 feet of Vandov must make a DC 20 Constitution saving throw against this magic, taking 40 (8d10) necrotic damage plus 20 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Description
Vandov was once a wizard with a fascination for the small things in life, particularly bugs. As a kid he would spend hours of his time playing outside, looking at anthills with wonder and centipedes with joy in his eyes. Growing up he decided to pursue the ways of magic due to his love of learning and research. Soon enough, he went on to become a wizard. He forgotten his passion for bugs for decades. At the ripe age of 47, he was traveling to a nearby kingdom when he stumbled upon a large anthill with an entrance the size of his foot. He stopped and observed for hours. He found his former passion that day, and set out for research. After four years of research he found an amazing discovery, his very own unique way to lichdom. With the help of his test subjects and transmutation magic he became a lich, a rotting bug filled lich. This transformation has impacted Vandov greatly, eating away at his ethics and morality until all that was left was a vague memory. Now, as a lich he is enveloped in a mass of rotting fleshed pierced by countless maggots, leeches, spiders, and coach roaches. Putrid odors of sweat, rotting meat, and sewage wreath from his form filling any room he enters. Lastly, liquid ooze falls to the floor with every twitch or gesture, disgusting many who see him. As such, he has grown to loathe others and desires to make the world as tainted as him. Despite all this, when Vandov sees others with such passion for insects as his, he blossoms with joy and will introduce himself without a moments notice.
Lair and Lair Actions
A Lich’s Lair
Vandov resides in his ancestral manor for within its wall his memories flourish. The manor is a large five story tall building with 6 bedrooms, 8 bathrooms (his great grandfather had health issues), a dining hall, two offices and several unused rooms. The manor must have been beautiful once but, now it is cold and dreadful. It's hallways are filled with mold and insects crawl along the walls.
Naturally like most liches Vandov employs magic and mundane traps that secure his household, with undead, constructs, and bound demons lurking about. However, there is something else in his home; maggots, coach roaches and more! He has gone so far as to fill his undead with enchanted maggots.
Lair Actions
On initiative count 20 (losing initiative ties), the Vandov can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Vandov can roll a d20 and regain up to one used spell slot for each spell level (if applicable) if he rolls a 10 or higher. If he rolls a 20 he can regain all of his used spell slots.
- Vandov can targets one creature it can see within 40 feet of him. A crackling cord of negative energy tethers Vandov to the target. Whenever he takes damage, the target must make a DC 20 Constitution saving throw. On a failed save, he takes half the damage (rounded down) minus his Constitution modifier, and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Vandov or the target are no longer in the manor.
- Vandov calls forth the spirits of creatures that died in his manor. These apparitions materialize and attack one creature that Vandov can see within 60 feet of him. The target must succeed on a DC 20 Constitution saving throw, taking 100 (10d20) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
- Vandov can call on coach roaches to crawl on up to three creatures he can see from within 70 feet of him. The target(s) must succeed a DC 20 Dexterity saving throw or the coach roaches crawl onto the target(s) into any crevices they can and inflicting 16 (5d6 + 1) acid damage to the target(s) at the end of each of the target(s) turns. At the end of each round the target(s) must make a Dexterity roll. If the target(s) roll a 18 or higher the bugs are shaken off if not, the target(s) take 26 (5d10 + 1) poison damage.
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