Detect Living. The lich senses the presence of any living creature within 30 feet of it.
Necrotic Form. The lich's form is fortified in dense necrotic energies. When it takes Radiant damage this energy disperses until the end of its next turn. While dispersed it loses its resistance to bludgeoning, piercing, and slashing damage as well as any temporary hit points it has.
Prison of Eternity. When the lich is reduced to zero hit points it becomes incapacitated instead of destroyed. It will reform within its lair at full hit points in 24 hours unless its remains are brought to hallowed grounds (as the hallow spell) and consecrated via burial rites or the lair to which they are bound is utterly destroyed.
Cursed Endurance. The lich may attempt to end one effect it is currently subjected to that allows a saving throw. It makes this check with advantage.
Actions
Multiattack. The lich makes two attacks with Main Hand or Necrotic Pulse.
Main Hand. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning, piercing, or slashing damage and 7 (2d6) necrotic damage.
Necrotic Pulse. Ranged Weapon Attack: +8 to hit, 120 ft., one target. Hit: 10 (3d6) necrotic damage. This attack can be used when the lich is adjacent to an enemy without penalty,
Drain Essence. One living target grabbed by the lich. It attempts the drain the essence of life from a creature. The target makes a DC 13 Constitution saving throw. On failure it takes 20 (3d10) necrotic damage or half damage on a success. The lich gains temporary hit points equal to the damage dealt.
Bonus Actions
Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. The target creature is grabbed by the lich. DC 13 to escape.
Cascade of Malice. The lich unleashes a cascade of psychic malice. Each living creature within 30 ft. must make a DC 13 Wisdom saving throw. On failure the target immediately moves up to half its speed towards the closest living creature and makes a weapon attack or uses a cantrip that causes damage against them if able. A creature that is immune to charm is immune to this effect. (recharge 5-6)
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. It regains spent legendary actions at the start of its turn.
Assault. The lich makes an attack using Main Hand, Grab, or Necrotic Pulse.
Description
A Curse Forged Lich is formed when someone commits a crime so heinous and deadly that the resentment of its victims bind its soul to a prison (usually the creature's home or some other location of personal importance) whereupon they rise as a lich upon their death. There the creature remains trapped, unable to leave for eternity until destroyed.
The cursed being attempts to drain the life of any humanoid that enters its lair and transfer its soul into the fresh corpse so that they may make their escape and start anew.
Lair and Lair Actions
Lair Actions
On initiative count 10 (losing initiative ties), The lich takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
- Undead beings manifest within the prison. 2 skeletons appear within the lair and act on this initiative. No more than 6 skeletons may be manifested by this effect at any time.
- A wave of despair pulses throughout the lair. Each living creature within its borders must make a DC 12 Charisma save or become Frightened by the lich until the end of their next turn.
Previous Versions
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Posted Mar 28, 2021And this is precisely what I was looking for! I definitely like the way it's a curse and poses a different sort of challenge to your normal "my organs inna jar" Lich!