Legendary Resistance (5/Day). If Concelhaut fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Concelhaut is destroyed and his skull is not looted from his body, he gains a new body in 1d10 days, regaining all his hit points and becoming active again in the same location where he died.
Turn Resistance. Concelhaut ignores any effect that turns undead.
Multiattack. Concelhaut makes three attacks.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) 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.
Afterthought. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage, plus 9 (2d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points.
Spellcasting. Concelhaut's spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Concelhaut has all Necromancy and Evocation spells prepared and has the spell slots of a 20th-level spellcaster.
Concelhaut can take up to two reactions per round but only one per turn. Each of the following can only be used once per round:
Dread Counterspell. Concelhaut utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Concelhaut makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails.
Fell Rebuke. In response to being hit by an attack, Concelhaut utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Concelhaut teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
Concelhaut can take 5 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 lich regains 1d4 spent legendary actions, up to a maximum of 5, at the start of its turn.
Cantrip. Concelhaut casts a cantrip.
Paralyzing Touch. Concelhaut uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Concelhaut fixes his gaze on one creature he can see within 10 feet of him. 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 Concelhaut’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Concelhaut must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Spellcasting. Concelhaut can cast a spell at the cost of one Action per spell level.
Description
The Archlich Concelhaut hails from a distant and remote plane known as Eora. He has died before and he will die again. His business on this plane is unknown and unknowable. He is hostile to everything he sees, other than his own summons.
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