Large Undead, Lawful Evil
AC 17    Initiative +5 (15)
HP 150 (16d10 + 64)
Speed 40 ft., fly 60 ft.
Mod Save
STR 18 +4 +4
DEX 12 +1 +8
CON 18 +4 +14
Mod Save
INT 14 +2 +2
WIS 13 +1 +8
CHA 17 +3 +12
Skills Intimidation +6, Perception +7, Stealth +4
Vulnerabilities Radiant
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic, Infernal Understands but cannot speak Common, Draconic, understands Infernal
CR 8 (XP 3,900, or 20,000 in lair; PB +3)
Traits

Legendary Resistance (3/Day). If the Young Dracolich fails a saving throw, it can choose to succeed instead.

Aura of Grave Silence

The area within 20 feet is unnaturally quiet.

  • Creatures starting their turn in the aura must succeed on a DC 14 Wisdom save or have disadvantage on their next attack roll or saving throw before the end of their turn.

  • A creature that succeeds is immune for 24 hours.

(This is fear without the frightened condition — subtle and oppressive.)


Undead Fortitude

If reduced to 0 HP, it makes a Constitution save (DC 10 + damage taken).
On a success, it drops to 1 HP instead, bones knitting back together with screaming echoes.

(Once per fight.)


Phylactery Anchor

When reduced below 50 HP, green runes flare in the chamber.

  • Each round after, the lair deals 5 necrotic damage to all living creatures unless the party destroys or consecrates the anchor (AC 12, 25 HP).

Actions

The Young Dracolich makes one Bite and two Claw attacks.


Bite

Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit: 14 (2d8 + 4) piercing + 7 (2d6) necrotic
Target must succeed on a DC 15 Con save or its hit point maximum is reduced by the necrotic damage taken (restored on a long rest).


Claw

Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit: 11 (2d6 + 4) slashing


Necrotic Breath (Recharge 5–6)

The Young Dracolich exhales a cone of corpse-green vapor (30 ft.).

  • DC 15 Con save

  • Fail: 36 (8d8) necrotic damage and poisoned until end of next turn

  • Success: Half damage, no poison

Creatures reduced to 0 HP by this breath briefly rise screaming before collapsing again.

Legendary Actions

Legendary Action Uses: 2 (3 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.

Wing Drag

Creatures within 10 ft. must succeed on a DC 14 Dex save or be knocked prone.


Grave Whisper

One creature Vaelthryx can see must succeed on a DC 14 Wis save or have disadvantage on all attack rolls until the end of its next turn.

(Describe it as dead loved ones whispering.)


Bone Surge (Costs 2 Actions)

Jagged bones erupt from the floor in a 10-ft square.

  • DEX save DC 14

  • Fail: 10 (3d6) piercing + restrained until end of next turn

Description

(Triggers at 50% HP)

  • The dracolich lets out a sound like a breath being forced from a corpse

  • Skeletons climb out of the ground

The Young Dracolich gains:

  • Advantage on Intimidation checks

  • Recharge Necrotic Breath on a 4–6

 

When the Young Dracolich dies:

  • The green fire does not go out immediately

  • The skull screams as it cracks

  • The phylactery falls to the ground split in two

Silence. Then dust.

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:

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

NateOfTheWild

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