| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +9 |
| DEX | 16 | +3 | +11 |
| CON | 18 | +4 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +14 |
| WIS | 19 | +4 | +12 |
| CHA | 15 | +2 | +10 |
Epic Boss Hit Points. Increase the Archlich's starting hit points and hit dice by 120 (14d8 + 56) for each player character above four, or reduce its starting hit points and hit dice by that amount for each player character below four.
Magic Resistance. The Archlich has Advantage on saving throws against spells and other magical effects.
Paralyzing Aura. The Archlich projects a 30-foot Emanation of deathless power. The first time on each turn that a creature within the Emanation deals damage or casts a spell on the Archlich, that creature takes 14 (4d6) Cold damage and must succeed a DC 22 Constitution saving throw or be Paralyzed until the start of the Archlich's next turn.
Rejuvination.If destroyed, the Archlich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the Archlich’s lair or within 100 miles of where it was slain.
The Archlich always takes its turn on Initiative count 20. On its turn, the Archlich can use its movement and interaction as normal. However, it does not take an action or Bonus Action on his turn unless forced to do so by a spell or other effect. Instead, the Archlich takes one of the following Epic Actions at the end of each player character's turn:
Elemental Flare. Melee or Ranged Attack Roll: +19, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 6) Cold, Fire, or Lightning damage (Archlich's choice).
Teleport. The Archlich teleports to an unoccupied space it can see within 60 feet.
Prismatic Spray (Recharge 5–6). The Archlich casts Prismatic Spray, using the spellcasting ability in Spellcasting.
Dispel Magic (1/Round). The Archlich casts Dispel Magic, using the spellcasting ability in Spellcasting.
Spellcasting (1/Round). The Archlich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 24, +19 to spell attacks):
At Will: Detect Magic, Disguise Self, Fireball, Mage Armor (included above), Mage Hand, Mirror Image, Prestidigitation, Sending
3/Day Each: Arcane Hand, Banishment, Cone of Cold, Create Undead, Greater Invisibility, Ice Storm, Scrying, Teleport, Wall of Force
Greater Spellcasting (1/Round). The Archlich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 24, +19 to hit with spell attacks):
1/Day Each: Flesh to Stone, Forcecage, Gate, Globe of Invulnerability, Maze, Meteor Swarm, Power Word: Kill
Epic Resistance. The Archlich chooses one condition, spell, or other effect currently affecting it and rolls 1d20
. On an 11+, the effect ends on it. The Archlich can use this action even if it would otherwise be unable to take actions, its actions are being controlled by another creature, or if a spell or effect alters its game statistics.
Protective Magic. The Archlich casts Counterspell or Shieldin response to that spell's trigger, using the spellcasting ability from Spellcasting.
Contingency(1/day). Trigger: The Archlich would become Incapacitated by a spell. Response: The Archlich casts Dispel Magic (level 5 version) on itself.
Description
To make this thing, I took a statblock from the new Monster's of Drakkenheim book. Lich'ed it up, and added a lot more spells. This is mostly intended to be an experiment on the Epic Boss system presented in that book. (Full credit to the concept goes to the Dungeon Dudes.)
With that in mind, don't expect a lot of polishing with this. A lot of numbers may be off, and the CR is probably too high. Nonetheless, this should be a little more interesting then a regular lich, if only because it can unload high level spells in a round at a nigh-unprecedented rate.
Comments