Legendary Resistance (3/Day). If Corvus fails a saving throw, it can choose to succeed instead.
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.
Spellcasting. Corvus is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20) +12 The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, dancing lights, darkness, fairie fire
1st level (8 slots): detect magic, magic missile, shield, thunderwave, Healing word, goodberry, detect evil and good
2nd level (6 slots): acid arrow, detect thoughts, invisibility, mirror image, lesser restoration
3rd level (6 slots): animate dead, counterspell, dispel magic, fireball, vampiric touch
4th level (5 slots): blight, dimension door, ice storm, polymorph, wall of fire, greater invisibility
5th level (5 slots): cloudkill, scrying, planar binding, dominate person, greater restoration, destructive wave
6th level (4 slots): disintegrate, globe of invulnerability, circle of death, eyebite, mass suggestion, planar ally
7th level (3 slots): finger of death, plane shift, regenerate, firestorm
8th level (2 slots): dominate monster, power word stun, antimagic field, control weather, earthquake
9th level (1 slots): meteor storm, power word kill, foresight
Turn Resistance. Corvus has advantage on saving throws against any effect that turns undead.
Drider ancestry. Corvus is immune to sleep spells, can climb difficulty surfaces, including upside down and on ceilings, without needing to make an ability check, and ignores movement restrictions from webbing.
Parallel Processing. Spells function as bonus actions
Puppeteer. Corvus can create and control up to 3 puppets. Each puppet has the following stats: ac 18, 70 hit points, speed 40 ft, str 14, dex 18, con 14. And the following actions: multi attack. Makes two slash attacks per turn. Slash. Melee weapon attack: +4 to hit, reach 5 ft. One creature. Hit 22(4d10) slashing damage.
Multi Attack. Corvus can make two rend attacks and one paralyzing touch attack per turn.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft. one creature. Hit 21(6d8) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rend. Melee claw attack: +7 to hit, reach 15 ft. one creature. Hit 60 (8d10+16) piercing damage. Deals damage through immunity.
Corvus can take 3 legendary actions per round, 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. Corvus regains spent legendary actions at the start of its turn.
Parallel cast. Corvus casts a spell of 3rd level or below without consuming a spell slot
Paralyzing Touch . Corvus uses his Paralyzing Touch.
Frightening Gaze. Corvus fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 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 the lich’s gaze for the next 24 hours.
Disrupt Life (Costs 2 Actions). Each non-undead creature within 20 feet of Corvus must make a DC 19Constitution saving throw against this magic, taking 52 (8d12) necrotic damage on a failed save, or half as much damage on a successful one.
Description
CORVUS
Corvus was once a drider whom abandoned his people and faith, swearing himself to Asmodeus. He spent his years trying to aid Asmodeus in invading the material plane, but alas, he did not have enough time. and so he pursued immortality, and eventually discovered the power of lichdom.
Lair and Lair Actions
A Lich’s Lair
A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.
Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.
Corvus encountered in his lair has a challenge rating of 27 (90,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Corvus can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:
- Corvus rolls a d10 and regains a spell slot of all lower levels. If it has no spent spell slots of that level or lower, nothing happens.
- Corvus targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Corvus to the target. Whenever Corvus takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Corvus takes half of the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Corvus or the target is no longer in Corvus’s lair.
- Corvus calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that Corvus can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 82(15d8) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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