| 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 |
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.
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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.
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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.
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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).
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.).
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DC 15 Con save
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Fail: 36 (8d8) necrotic damage and poisoned until end of next turn
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Success: Half damage, no poison
Creatures reduced to 0 HP by this breath briefly rise screaming before collapsing again.
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.
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DEX save DC 14
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Fail: 10 (3d6) piercing + restrained until end of next turn
Description
(Triggers at 50% HP)
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The dracolich lets out a sound like a breath being forced from a corpse
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2 Skeletons climb out of the ground
The Young Dracolich gains:
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Advantage on Intimidation checks
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Recharge Necrotic Breath on a 4–6
When the Young Dracolich dies:
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The green fire does not go out immediately
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The skull screams as it cracks
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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).
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