Large Undead (Fiend), Chaotic Evil
Armor Class 19 (Natural Armor)
Hit Points 250 (20d12 + 120)
Speed 30 ft., fly 40 ft. (Hover)
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
22 (+6)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws STR +12, CON +11, WIS +9, CHA +13
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 17
Languages Abyssal, Common, Infernal, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the Lich Lord fails a saving throw, he can choose to succeed instead.

Fiendish Aura. Creatures within 20 feet of the Lich Lord must make a DC 19 Wisdom saving throw at the start of their turn or be frightened until the start of their next turn. While frightened, they also take 2d6 psychic damage. 

Abyssal Regeneration. The Lich Lord regains 15 hit points at the start of each of his turns unless he is in direct sunlight or has been hit by radiant damage during the previous round.

Abyssal Wings. The Lich Lord's wings allow him to hover above the battlefield. If he moves at least 20 feet before attacking, he deals an extra 2d10 necrotic damage on his next attack.

 

Actions

Multiattack. The Lich Lord makes two attacks, one with their Abyssal Claw, and one with their Hellfire Blast.

Abyssal Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 6) slashing damage plus 10 (3d6) necrotic damage.

Hellfire Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (5d10) fire damage plus 15 (3d10) necrotic damage. If the target is reduced to 0 hit points, they are disintegrated into ash, and the Lich Lord gains temporary hit points equal to the fire damage dealt. 

Soul Siphon (Recharge 5-6). The Lich Lord choose one creature within 60 feet. The target must make a DC 19 Constitution saving throw. On a failed save, the target takes 45 (8d10) necrotic damage, and the Lich Lord regains hit points equal to half the damage dealt. On a successful save, the target takes half damage, and the Lich Lord gains no healing. 

Legendary Actions

The Lich Lord 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 Lord regains spent legendary actions at the start of their turn.

Abyssal Wing Flare (Cost: 1 Action). The Lich Lord beats his wings, releasing a shockwave of molten energy. Each creature within 10 feet of the Lich Lord must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) fire damage and be knocked back 10 feet.

Hellfire Ray (Cost: 2 Actions). The Lich Lord fires a beam of hellfire at a target within 120 feet. The target must make a DC 19 Constitution saving throw, taking 26 (4d10) fire damage on a failed save, or half as much on a successful one.

Demonic Shift (Cost: 3 Actions). The Lich Lord shifts into a partially incorporeal state until the start of his next turn. During this time, he has resistance to all damage, and all attacks against him have disadvantage.

Description

The Lich Lord stands before you, their form twisted by dark necromantic power, but not fully transformed into the demonic entity they sought to become. The once-skeletal body has taken on new, fiendish characteristics - horns curling from his head, glowing with Abyssal energy, and molten wings, partially formed, flickering behind. The eyes burn with hatred, and though the transformation is incomplete, the power coursing throughout is still immense. 

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Lich Lord can take a lair action to cause one of the following effects:

  • Molten Ground. Lava surges up through cracks in the ground. Each creature on the ground must make a DC 19 Dexterity saving throw or take 14 (4d6) fire damage.
  • Abyssal Darkness. The chamber is filled with magical darkness. Until the start of the next round, no light, magical or otherwise, can illuminate the area.
  • Soulstorm. A whirlwind of lost souls rips through the battlefield. Each creature in a 20-foot-radius must make a DC 19 Constitution saving throw or take 18 (4d8) necrotic damage.
SeniTheMann

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