Gargantuan Undead, Neutral Evil
AC 22    Initiative +16 (26)
HP 385 (22d20 + 154)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
Mod Save
STR 27 +8 +8
DEX 14 +2 +9
CON 25 +7 +7
Mod Save
INT 16 +3 +3
WIS 15 +2 +9
CHA 22 +6 +6
Skills Perception +16, Stealth +9
Immunities Acid, Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common, Draconic
CR 22 (XP 41,000, or 50,000 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.

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

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.

Actions

Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast (A) Fear, (B) Melf’s Acid Arrow (level 4 version), or (C) Ray of Sickness (level 3 version).

Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 6 (1d12) Acid or Necrotic damage (dracolich's choice).

Breath Weapon (Recharge 5–6). The dracolich uses one of the following breath weapons:

Acid Breath. Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 72 (16d8) Acid damage. Success: Half damage.
Necrotic Breath. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 78 (12d12) Necrotic 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 21, +13 to hit with spell attacks):

At Will: Detect Magic, Fear, Melf’s Acid Arrow (level 4 version), Ray of Sickness (level 3 version)
1/Day Each: Create Undead (level 8 version), Finger of Death, Speak with Dead, Vitriolic Sphere (level 5 version)

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.

Cloud of Insects. Dexterity Saving Throw: DC 21, one creature the dracolich can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration 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.

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

Terrifying Presence. Wisdom Saving Throw: DC 21, 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:

Foul Water. Water sources within 1 mile of the lair are supernaturally fouled. A creature that drinks such water must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.

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).

Habitat: Any

Golden_Pug

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