Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far Realm. In 2d4 days, the parasite causes the lich to reappear within 1d4 miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich’s memories.
Legendary Resistance (4/Day). If the lich fails a saving throw, it can choose to succeed instead.
Unusual Nature. The lich doesn’t need air, food, drink, or sleep.
Aura de Entropía: Cualquier criatura a 9 m sufre 10 (3d6) de daño necrótico por turno.
Eco de las Almas: Cada vez que un jugador lanza un conjuro, debe superar una tirada de Sabiduría (CD 15) o recibir la mitad del daño de su propio hechizo.
Último Sello (fase final): Al quedar por debajo del 25% de sus puntos de golpe, su cuerpo se disuelve en un torbellino helado y se fusiona con el entorno, creando una tormenta mágica que cambia la arena de combate (visibilidad reducida, daño por frío, terreno difícil).
Multiattack. The lich makes one Parasitic Tentacle attack or uses Spellcasting. The lich also uses Psychic Whisper twice.
Parasitic Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 25 (6d6 + 4) piercing damage plus 25 (6d6 + 4) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned. The poisoned target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The third time the target fails the save, the target dies and dissolves into a gibbering mouther that obeys the lich and uses the target’s initiative.
Psychic Whisper. The lich targets one creature it can see within 120 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and be stunned until the end of the lich’s next turn as incomprehensible whispers fill the target’s mind.
Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand, prestidigitation
2/day each: dispel magic, hunger of Hadar, lightning bolt
1/day each: arcane eye, dimension door, plane shift (self only)
Far Realm Step. Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.
Reanimación Glacial: Puede resucitar enemigos caídos como espectros gélidos que combaten bajo su control por 3 turnos.
Description
En el corazón de la cripta, tras los restos del sello destruido, un aura azul gélida consume el aire.
De entre las sombras surge una figura esquelética vestida con túnicas desgarradas, su cráneo adornado con una corona rota de plata y ónice.
Sus ojos, llamas azules sin emoción, se clavan en los aventureros.
“Tantos siglos... sellado en el frío, escuchando sus plegarias vacías.
Comments