Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): [Tooltip Not Found], prestidigitation, Friends, Shocking Grasp
1st level (4 slots): detect magic, magic missile, shield, Sleep
2nd level (3 slots): Shadow Blade, detect thoughts, Hold Person, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball, Bestow Curse
4th level (3 slots): Polymorph, dimension door
5th level (3 slots): cloudkill, scrying, Geas, Wall of Force
6th level (2 slot): disintegrate, globe of invulnerability
7th level (2 slot): finger of death, Simulacrum
8th level (1 slot): dominate monster, power word stun, Clone,
9th level (1 slot): power word kill, Shapechange, True Polymorph
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
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.
The lich can take 3 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 spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 1 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. 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 the lich’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich 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.
After being driven to 0hp in her true body, The lich can take 1 mythic action, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. The lich regains spent mythic actions at the start of its turn.
In Defiance of the Divine (costs 1): As the fading embers of her unlife begin to darken into the oblivion of death, memories of the ancient era resurface in her mind. with a scream, she begins to float as the weave around her shatters. Targeting her with a spell requires a DC18 wisdom saving throw, failure causes the spell to explode for 1d4 force damage per spell level.
In Defiance of Death (cost 1): The lich has always feared death above all else, and has gone to great lengths to avoid it. even as her life is fading, her fear and anger keep her going. Restore 1d20 + Con Modifier health for every turn of combat.
Ancient Wisdom (cost 1): The lich can upcast a single spell to a maximum of 12th level.
Description
Alanor is a Lich from the old eras, and holds many records of that era before the deity of magic was limited to the mere 9th level.
From her earliest memory, she has always feared death, and in her fear she followed Vecna into undeath. However she was not cruel needlessly, selfish yes, but not ignorant of the working of a society. She never walked amongst the world as her true self, for her true self was an undead infernal thing. Instead she has used true polymorph to make several clone jars she has hidden across vast distances, lest her phylactery ever be destroyed. then she used her magic to take on the form of a dragon permanently, for what mightier beast is there?
But she is nothing if not careful, and so used the dragons innate polymorph abilities to walk amongst the living and acquire what she needs to further her magical studies and empowerment. Yet if she ever suspects she is being followed or suspected, she will utilize shape change to escape, if she can. Her danger comes not from raw strength, in the end she is a lich like many others, but in her cunning and her many forms.
As she often true polymorphs into a dragon and stays as such, she will often take on the role of the dragon to sell the guise, including building a lair. though small oddities and incongruities will likely be found. She also extends her mastery over transfiguration to the clone jars she has hidden, and her own phalactory, deliberately making them nearly impossible to find.
Lair and Lair Actions
A Lich’s Lair
A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. However Alanor has gone to great lengths to avoid being found, and that means she spurns the typical for the more typical.
Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Alanor is no exception in this.
Lair Actions
On initiative count 10 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:
- The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
- The lich calls forth the spirits of creatures that died in its presence. These apparitions materialize and attack one creature within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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