Ice Walk. The dracolich can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effect.
Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dracolich’s choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich’s Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5–6). The dracolich exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
The dracolich 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. The dracolich regains spent legendary actions at the start of its turn.
Detect. The dracolich makes a Wisdom (Perception) check.
Tail Attack. The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dracolich can take a lair action to cause one of the following magical effects; the dracolich can’t use the same effect two rounds in a row:
- The dracolich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the dracolich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
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Posted May 31, 2020Nice, I'm planning a Campaign around Pentrakath and Vorugal and it's nice to not have to stat it out, and the Lair action adds some nice flair! Thank you!
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Posted May 31, 2020Thanks! I’m hoping my players stumble across his resurrection and wanted a little bit more Oomph than a standard Dracolich would give