Gargantuan Undead, Lawful Evil
AC 25    Initiative +15 (25)
HP 725 (24d12 + 308)
Speed 60 ft., burrow 30 ft., fly 120 ft.
Mod Save
STR 26 +8 +8
DEX 14 +2 +9
CON 24 +7 +7
Mod Save
INT 20 +5 +5
WIS 18 +4 +11
CHA 22 +6 +6
Skills Arcana +10, Deception +12, Insight +10, Perception +14, Stealth +6
Resistances Piercing, Slashing
Immunities Lightning, Necrotic, Poison; Blinded, Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 28
Languages Common, Deep Speech, Draconic, Sylvan, Thieves' Cant
CR 24 (XP 62,000, or 20,000 in lair; PB +7)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.

Life Suppression. Creatures within 60 feet of the dracolich can’t regain Hit Points or be brought back to life.

Magic Resistance. The dracolich has Advantage on saving throws against spells and other magical effects.

Death Aura. 60' feet. The Ancient Alasklerbanbastos is imbued with an unholy aura of death. Any creature who starts their turn within 80 feet of him loses half their level in hit points. This loss of life can not be prevented, redirected, absorbed by any means.

 

Actions

Multiattack. The dracolich makes one Bite Attack and 2 Rend attacks or 3 Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version). If his breath weapon is ready it is a free action but he may only use it once per turn.

Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition.

Rend. Melee Attack Roll: +16, reach 20 ft. Hit: 28 (3d12 + 9) Slashing damage plus 12 (2d6) Necrotic damage.

Necrotic Breath (Recharge 4–6). Constitution Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 78(12d12) Necrotic damage. Success: Half damage.

Lightning Breath (Recharge 4–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage.

Spellcasting. The dracolich casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +11 to hit with spell attacks):

At Will: Detect Magic, Invisibility, Mage Hand, Ray of Sickness (level 2 version)
1/Day Each: Create Undead (level 8 version), Finger of Death

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dracolich can expend a use to take one of the following actions. The dracolich regains all expended uses at the start of each of its turns.

Cast Spell. The Dracolich casts a spell from its spell options. The Dracolich can’t take this action again until the start of its next turn.

Cloaked Flight. The Dracolich  uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The Dracolich can’t take this action again until the start of its next turn.

Pounce. The dracolich moves up to half its Speed, and it makes one Rend attack.

Sickening Ray. The dracolich uses Spellcasting to cast Ray of Sickness (level 2 version). The dracolich can’t take this action again until the start of its next turn.

Sonic Boom. The Dracolich uses Spellcasting to cast Shatter (level 9 version). The Dracolich can’t take this action again until the start of its next turn.

Tail Slap. Melee Attack Roll: +19, 30 foot lineHit: 23 (3d8 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. The Dracolich can’t take this action again until the start of its next turn.

Terrifying Presence. Wisdom Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the dracolich. Failure: 11 (2d10) Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or Success: The dracolich can’t take this action again until the start of its next turn.

Lair and Lair Actions

Dracolich Lairs

A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:

Sapping Mist. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.

Soul Drain. Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.

If the dracolich is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the dracolich gains a new body (see its Soul Gem trait).

 

Soul Gem. The dracolich has a magical gem. If the dracolich is destroyed while the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20 days, regaining all its Hit Points and appearing within 5 feet of the gem.

The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the ritual consumes.

Habitat: Any

TheriusDrake

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