Undead Awakening (Recharges after a Short or Long Rest). If the dracolich would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the dracolich can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the dracolich after its Undead Awakening activates.
Legendary Resistance (4/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.
Spellcasting. The dracolich is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +10 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): chill touch, frostbite, lightning lure, ray of frost, sorcerous burst, true strike
1st level (4 slots): charm person, chromatic orb, expeditious retreat
2nd level (3 slots): mind spike, misty step, rime’s binding ice
3rd level (3 slots): counterspell, stinking cloud, tidal wave
4th level (3 slots): blight, confusion
5th level (2 slots): wall of stone
Sorcery Points. The dracolich has 11 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell’s effects, the dracolich can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Quickened Spell: When it casts a spell that has a casting time of 1 action, the dracolich can spend 2 sorcery points to change the casting time to 1 bonus action for its casting.
Subtle Spell: When the dracolich casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 1 minute. 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.
Frost Breath (Recharge 5–6). The dracolich exhales a blast of glacial cold in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) frost 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 dracolich 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.
Heart of Winter’s Cold (Costs 2 Actions). The dracolich summons the power of the artifact encased within its chest. Until the end of its next turn the dracolich emits waves of cold from its skeletal form. Each creature within 10’ of it must succeed on a DC 23 Constitution saving throw or be inflicted by biting cold. Any creature that fails its save takes 40 (8d8) cold damage and is slowed (as the slow spell) until the end of its next turn. A creature takes half the cold damage and is unaffected by the slow effect on a successful save.
If the dracolich’s Undead Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The dracolich makes one Bite attack.
Necrotic Pulse (Costs 2 Actions). The dracolich flares with necrotic energy. Each creature in a 60-foot-radius sphere centered on the dracolich must succeed on a DC 26 Constitution saving throw or take 14 (3d8) necrotic damage. The dracolich heals half of the damage inflicted in this way.
Lair and Lair Actions
A White Dracolich's Lair
White dracoliches lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or deep within the icy walls of a massive glacier. Caves with thick walls of ice and slick floors of stone are the most highly prized white dracolich lairs, creating hazards that hinder intruders and letting biting cold caress a dracolich as it sleeps.
With its hoard well protected deep within the lair, a white dracolich spends as much of its time outside the mountain as in it. For a white dracolich, the great frozen 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 control.
Throughout the lair complex, servants erect monuments to the dracolich's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
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 two rounds in a row:
- A stalagmite plummets from a point on the ceiling the dracolich can see within 120 feet of it, smashing into shards in a 20-foot-radius shower of ice. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) blugeoning damage on a failed save, or half as much damage on a successful one.
- The floors in a 60-foot radius around the dracolich become slick with ice. Each creature other than the dracolich on the ground in that area must succeed on a DC 15 Dexterity saving throw or fall prone.
- Icy gasses form a cloud in a 20-foot-radius sphere centered on the dracolich. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature other than the dracolich that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be coated with a thin sheet of ice and restrained until the end of its turn.
Regional Effects
The region containing a legendary white dracolich's lair is warped by the dracolich's magic, which creates one or more of the following effects:
- Snow squalls are common within 6 miles of the dracolich's lair.
- Water sources within 1 mile of the lair are supernaturally cold and do not melt even when subjected to fire.
- Icy walls within 1 mile of the dracolich's lair form portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby.
If the dracolich dies, these effects fade over the course of 1d10 days.
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