Large Undead, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 750 (50d10 + 450)
Speed 30 ft., Fly 60 ft.
STR
18 (+4)
DEX
22 (+6)
CON
28 (+9)
INT
30 (+10)
WIS
26 (+8)
CHA
20 (+5)
Saving Throws CON +18, INT +19, WIS +17, CHA +14
Skills Arcana +18, History +12, Insight +9, Perception +16
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Truesight 120 ft., Passive Perception 19
Languages All, Telepathy 300 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/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.

Arcane Mastermind. Vole can maintain concentration on two spells at once. When he takes damage, he makes one concentration saving throw that counts for both spells. Vole can cast more than one spell of 1st level or higher on his turn, as long as he has the required actions to do so. Vole can also reroll 1's on damage dealt by his spells of 7th level or lower.

Spellcasting. The lich is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, chill touch, toll the dead

1st level (5 slots): absorb elements, magic missile, shield, thunderwave

2nd level (4 slots): acid arrow, misty step, invisibility, hold person, ray of enfeeblement

3rd level (4 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door, vitriolic sphere

5th level (3 slots): cone of cold, dominate person

6th level (3 slots): circle of death, globe of invulnerability, chain lightning, mental prison

7th level (2 slots): finger of death, plane shift, delayed blast fireball

8th level (2 slots): abi-dalzim's horrid wilting, power word stun, feeblemind

9th level (2 slots): power word kill, meteor swarm

Turn Immunity. Vole is immune to any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 13 (4d6) cold damage. The target must succeed on a DC 24 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.

Legendary Actions

Vole can take 5 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. Vole regains spent legendary actions at the start of its turn.

Cantrip. Vole casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Vole uses his Paralyzing Touch.

Quantum Control (Costs 2 Actions). Vole disappears and then reappears in a spot he can see within 120 ft. He can choose to use this on a Large or smaller creature other than himself that he can see within 120 ft. The target must succeed a DC 23 CHA saving throw to avoid this effect.

Cast a Spell (Costs 3 Actions). Vole casts a spell from his list of prepared spells, using a spell slot or spending a use as normal.

Lair and Lair Actions

Lair Actions

  • The Elemental Plane of Fire opens and a controlled wave of flame engulfs up to 5 targets of Vole's choice. Each target takes 3d10 fire damage and must make a DC 15 DEX saving throw or be set on fire until an action is used to put out the flames. A creature on fire takes another 1d10 fire damage at the start of each of its turns.
  • Vole pulls from the Feywild and shares a bond with one target of his choice. While bonded, all damage and healing dealt to Vole or the target is split evenly between them. This lasts until the effect is dispelled by either dispel magic or remove curse, until this lair action is chosen again on a different target, or until either target drops to 0 hit points. 
  • Vole opens rifts to the Far Realm. Dark tentacles lash out from up to 10 rifts located at places of Vole's choosing. Targets must make a DC 17 DEX saving throw or be grappled by the tentacles until the end of their next turn. Creatures grappled by these tentacles automatically lose concentration.
  • Vole channels the power of the amblimodular phytotractifier to regain 2d6 worth of spell slots. (ex. roll of 10 = one 6th level plus one 4th level) This cannot be used to regain 9th level spell slots.
  • Vole draws upon the sickness of the Shadowfell and heals 100 hit points.
Bryceoneal

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