| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 15 | +2 | +2 |
| CON | 16 | +3 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +10 |
| WIS | 17 | +3 | +8 |
| CHA | 14 | +2 | +2 |
Magic Resistance. The lich has advantage on saving throws against spells and magical effects.
Fight Mechanic: Glimmering Spires. At the start of initiative the Lich creates a Glimmering Spire at any point they can see within 120ft. The spire is a floating large sized glass pillar with 50 hit points and an AC of 15. They are immune to psychic damage, but are vulnerable to bludgeoning and thunder damage.
For each Spire in combat, the Lich gains certain buffs:
- 1 Spire: The lich regains 10 HP at the start of their turn for each spire active. The lich can also cast spells from the spire’s position as if they were standing there.
- 2 Spires: The lich’s spells can’t be countered, and can’t be dispelled via Dispel Magic.
- 3 Spires: The lich cannot go below 1 hit point.
Grand Spellcasting. The Aurora Lich can use Frostburn and cast a leveled spell as a part of the same action.
Frostburn. Ranged Spell Attack: +10 to hit, reach 200ft., one target. Hit 14 (4d6) cold damage, and 14 (4d6) fire damage.
Astral Flames. (3rd level spell) The lich targets a point within 60ft of it, each creature within a 10ft radius of the point must make a DC 18 Constitution saving throw. On a failed save each creature in the area takes 36 (8d8) damage of a random damage type, or half as much on a failed save. Roll 1d4 to determine damage type: 1) Cold, 2) Fire, 3) Necrotic, 4) Radiant.
Summon Spire. (4th level spell) The lich summons a Glimmering Spire at a point they can see within 15ft of them. Upon being summoned, if it is occupying the space of another creature that creature makes a DC 18 Dexterity saving throw. On a failed save taking 20 force damage.
Stargaze. (5th level spell) Target creature the lich can see within 120ft must make a DC 18 Wisdom saving throw. On a failed saving throw the creature takes 42 (12d6) radiant damage and is blinded and deafened until the end of the lich’s next turn. On a success they take half damage, and aren’t blinded or deafened.
Double Vision. (6th level spell) Roll 1d6 for each undead minion within 90ft, on a 4,5, or 6, that minion is duplicated. With the duplicate appearing right next to the original for 3 rounds.
Transmuting Star. (7th Level Spell, 1/day) The lich conjures a powerful blazing star above their head and launches it at an area within 150ft. The star is fired in an arc, and explodes on impact in a 30ft radius sphere. All non-allied creatures within the area must make a DC 18 Charisma saving throw, on a failure the creatures become restrained as their bodies begin turning to solid gold. At the end of the creatures next turn, they repeat the save, on a success the effect ends. Upon failing the second save, the creature is turned to solid gold. (Works the same as petrification, but gold instead of stone.)
Glimmerwarp. The lich teleports to a location they can see within 60ft, and creates a Spire in the space they were in previously.
Shimmer (4th level spell) When the lich sees a creature cast another spell within 90ft of them which targets the lich, that creature must make a DC 18 Intelligence saving throw. On a failure the spell must pick another target, or be lost.
As a miniboss, the Aurora Lich gets a single ability they can use once per combat after a player has taken their turn.
Aurora Burst. (Requires at least 2 spires.) Draw a line between all of the Spires and the lich themselves, those lines should create an area on the battlemap, each non-undead creature in the area must make a DC 18 Intelligence saving throw. On a failed save each creature within the area is transported to a demiplane comprised entirely by an Aurora, at the start of each round each creature in the Aurora Demiplane loses 1d4 Charisma. If their charisma reaches 0, the creature dies, and their body turns to stardust.
The creature may use their action to repeat the saving throw, on a success returning to where they originally were before they originally failed the save.
Description
General Lore:
Once mortal, this undead gains power from intense study of cosmic forces. Instead of a phylactery, they have instead syphoned off the energy of stars. Melting away their mortal form, becoming a floating skeletal torso with starlight in their eyes.
They are often detached from the mortal plane, and are aloof and inhuman. Only briefly journeying out of the astral sea, or their secret archives kept in orbit. They seek the power of starlight, and seek information about contacting far gods and collecting magic items. They are grossly scientific, and dedicated solely to their research.
They frequently deploy use of other undead, or creatures they have tamed in the astral sea. They usually control small elite forces, and some have used their knowledge to taunt lesser spellcasters into following them. Unlike other liches, their undead are usually less numerous and more elite. Few weak skeletons, and mostly creatures like spectres, flameskulls, and wraiths.
Most pursue power and knowledge at any cost, but some maintain their mortal morals.
Combat:
In combat the lich will make use minions as distractions, for a 13th level party of 4 I recommend using 8 CR worth of undead or other creatures. Then using 8 minions of some kind. (Any undead which dies in one hit and is grouped in initiative works, but I do recommend the Starstruck Skeleton minion.)
The lich has the goal of setting up as many Glimmering Spires as possible, and spread them around as far as they can. They will try to stay out of reach flying around the arena, and casting powerful spells in attempt to disable critical targets and hit groups with AOEs.
You want to set up Aurora Burst as it is a powerful win condition, and the lich will need at least two spires active before they do this. The more spread out, the larger the area of effect.
The lich is powerful, but weak against powerful martial characters and other wizards.
Spellcasting: Instead of using traditional spells, any action listed in the statblock as being a spell counts as a spell for that level. (For the sake of effects such as counterspell or dispel magic.) You may want to give the lich some additional utility spells outside of combat, in which case I think any cleric or wizard spell of level 6 or lower would be fair game. The lich would be a 13th level spellcaster using intelligence, and would have a +10 to spell attacks and have a spell save DC of 18.
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