Special Equipment. The patholich carries a Doubled-Edged Eldritch Saber, which has the same statistics as a sun blade except it does not deal extra damage to undead nor emit bright or dim light. The attack and damage rolls with this weapon are +3. Aradeliah has advantage on attack rolls with this magical weapon in dim light or darkness. The Eldritch Saber deals force damage on a hit instead of radiant, and as a bonus action Aradeliah can strike with the opposite end of the weapon.
Rejuvenation. If her throne of C'naryth in the fortress of Neth'eldryrah still stands unbroken, Aradeliah gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears sitting upon her throne of C'naryth in the fortress of Neth’eldyrath.
Psychic Mirror. If Aradeliah takes psychic damage, each creature within 10 feet of her takes that damage instead; the patholich takes none of the damage. In addition, the Aradeliah's thoughts and location can’t be discerned by magic.
Magic Resistance. The patholich has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the patholich fails a saving throw, it can choose to succeed instead.
Innate Spellcasting 3/day. Aradeliah can innately cast divine word (spell save DC 22). Her spellcasting ability is Intelligence.
Innate Spellcasting (Psionics). The patholich's innate spellcasting ability is Intelligence (spell save DC 22). She can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
3/day each: modify memory, telekinesis, hypnotic pattern
Innate Spellcasting. Aradeliah is an 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 22, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
Cantrips (at will): eldritch blast (3 beams, +5 bonus to each damage roll), vicious mockery, ray of frost
1st level (at will): charm person, dissonant whispers, shield, sleep
2nd level (at will): phantasmal force, hold person, mirror image, see invisibility
3rd level (at will): bestow curse, dispel magic, enemies abound, vampiric touch
4th level (3 slots): dimension door, phantasmal killer
5th level (1 slots): dominate person, dream
6th level (1 slot): eyebite, mass suggestion
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. Aradeliah has advantage on saving throws against any effect that turns undead.
Shadows of an Ire, Nameless. (Mythic Trait; Recharges after a Short or Long Rest). If Aradeliah is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead lightless tendrils of shadow embrace her and she regains 285 hit points. Furthermore, an aura of magical darkness permeates in a 5ft radius around Aradeliah- and each creature that comes within 5ft of her must succeed on a DC 22 Strength saving throw or be restrained. The target can redo the saving throw at the end of each of their turns.
Multiattack. Aradeliah can make three melee attacks with her Eldritch Saber, as well as use a Bonus Action to attack with the opposite end of her Saber or one melee attack as well as use a Bonus Action to attack with the opposite end of her Saber and one use of her psychic orb. Once per round, Aradeliah can substitute one melee attack with her Saber to use her mind drain or paralyzing touch.
Double-Edged Eldritch Saber. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit: 10 (1d8+6) force damage or 11 (1d10+6) force damage if wielded with two hands plus 13 (3d8) psychic damage.
Double-Edged Eldritch Saber (Opposite End). Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit: 8 (1d4+6) force damage plus 4 (1d8) psychic damage.
Mind Drain. Melee Spell Attack: +13 to hit, range 5ft., one target. Hit: (1d12) force damage plus (3d6) psychic damage. The target's hit point maximum is reduced by an amount equal to the psychic damage taken, and Aradeliah regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack arises 10 minute later as a decraved permanently under Aradeliah's control.
Psychic Orb. Ranged Spell Attack: +13 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage. On a critical hit, the target has disadvantage on Intelligence and Wisdom saving throws for one round.
Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 22 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.
Mind Blast (Recharge 3–6). Aradeliah magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 22 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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.
Feed on Weakness. When a creature within 10 feet of Aradeliah fails a saving throw by 5 or more, Aradeliah gains 15 temporary hit points.
Aradeliah 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 patholich regains spent legendary actions at the start of its turn.
At-Will Spell. Aradeliah casts one of her at-will spells or uses her Paralyzing Touch.
Psychic Drain (Costs 2 Actions). One creature within 30 feet of Aradeliah must make a DC 22 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save. The target's hit point maximum is reduced by an amount equal to the psychic damage taken, and Aradeliah regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack arises 10 minute later as a decraved permanently under the Aradeliahs control.
Frightening Gaze (Costs 2 Actions). Aradeliah fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 22 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Aradeliah's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Aradeliah must make a DC 22 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
If Aradeliah’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Shadows of Things Unseen.
Rend Reality (Costs 3 Actions). Aradeliah rips at the bonds of reality in its immediate area. Each creature within 10 feet of Aradeliah must succeed on a DC 22 Constitution saving throw or take 19 (3d12) force damage and gain one level of exhaustion.
Visions of a Realm Unseen (3 Actions). A creature restrained by Aradeliah's Shadows of an Ire, Nameless must succeed on a DC 22 Intelligence saving throw or be paralyzed for 1 minute. While paralyzed, the target suffers visions of the Far Realm; taking 20 (2d20) psychic damage once per round. Each subsequent round, the psychic damage increases by an additional 10 (1d20).
Hunger of the Endless Maw (2 Actions). Aradeliah uses her Mind Drain ability, on a hit the target's Intelligence modifier is reduced by 3 (1d4+1).
Description
Creatures infected by a foul aberrant disease similar to Vampirism or Lycanism; Pathedyns desire only to spread their foul Eldritch curse and feed off of the souls and memories of their victims. They have the ability to infect enemies with their same affliction and can even use it to control others; feasting on their minds before leaving them a hollowed husk that exists only to sow carnage.
The Decraved are what their namesake implies them to be: depraved monsters craving the souls and memories of others. The Pathedyns are their progenitors and masters, and while the Decraved and Pathedyns may come off as undead initially; an encounter with them affirms their aberrant nature.
Patholiches are Pathedyns who have becomes Liches, often involving a necromantic ritual bolstered by Far Realm magics. Still retaining their powerful Eldritch powers in conjunction with the might of Undeath, Patholiches are a plague upon the Astral Plane and other places marred by otherworldly powers. Seeking solely to spread their curse and dominate others, Patholiches sometimes travel to the Material Plane in search of souls.
Aradeliah, the so-called Eldritch Empress and most feared Patholich across the Astral Seas- in her maddening fortress of Neth’eldyrath she treats the entities of the Far Realm; able to bend and warp the energies of that plane to her design.
Lair and Lair Actions
Aradeliah's Lair
Resting upon the very fringes of the Far Realm, the Lightless Cathedral of Neth’eldyrath is a fortress built of Eldritch powers and negative energies warped into a structure that consumes the surrounding souls that wander too close. There stands the throne of C'naryth; Aradeliah's phylactery protected by the very fortress that surrounds it.
Regional Effects
The region Neth’eldyrath grazes the boundaries of the Far Realm; a place of madness and knowledge and forbidden things. Powerful psychic energies warp this place, and few venture here- fewer here survive against such unknowable horrors:
- Creatures within 15 miles of Neth'eldryath feel as if they are being followed, even when they are not. They have disadvantage against being Frightened.
- Attempting to read books or write any sort of script causes it to be written in Deep Speech. Sometimes the words appear to be communicating with its author and anyone writing may feel compelled to write incoherent scribblings upon its pages.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. (rolling a percentile dice of 25 or lower spawns 2d6 shadows
If Aradeliah is permanently destroyed, these effects end after 2d6 years.
Lair Actions
On initiative count 20 (losing initiative ties), Aradeliah can take a lair action to cause one of the following magical effects; Aradeliah can’t use the same effect two rounds in a row:
- Aradeliah rolls 2d4+1 and regains a spell slot of that level or lower. If she has no spent spell slots of that level or lower, nothing happens.
- Aradeliah targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the patholich to the target. Whenever Aradeliah takes damage, the target must make a DC 22 Constitution saving throw. On a failed save, the patholich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the patholich or the target is no longer in the fortress of Neth’eldyrath.
- Aradeliah calls forth the spirits of creatures that died in her lair. These apparitions materialize and attack one creature that the patholich can see within 60 feet of it. The target must succeed on a DC 22 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
- Aradeliah twists the shadows to her will, summoning either 2d6 +1 shadows or 2d4 shadow demons
- Aradeliah conjures the Eldritch powers to overtake her fortress. She casts the darkness spell four times at its lowest level, targeting different areas with the spell. Aradeliah doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round.
Madness of Aradeliah
If a creature goes mad in Aradeliah's lair or within line of sight of the patholich, roll on the Madness of Aradeliah table to determine the nature of the madness, which is a character flaw that lasts until cured.
Madness of Aradeliah
| d100 | Flaw (lasts until cured) |
|---|---|
| 01–20 | “I see visions in the world around me that others do not.” |
| 21–40 | “I periodically slip into a catatonic state, staring off into the distance for long stretches at a time.” |
| 41–60 | “I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.” |
| 61–80 | “My mind is slipping away, and my intelligence seems to wax and wane.” |
| 81–00 | “I constantly see shapes moving in the shadows.” |
Previous Versions
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