Gargantuan Undead, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +8, CON +17, WIS +10, CHA +14
Skills Perception +16, Stealth +7
Damage Resistances Necrotic
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Infernal
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (5/Day). If Ceizzat fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, after being destroyed, Ceizzat may immediately jump into a new body of a dead dragon or a reptilian creature.

Spellcasting. Ceizzat is an 18th-level spellcaster. His Spell Casting ability is Charisma(spell save DC 20, +12 to hit with spell attacks). Ceizzat has the following spells prepared:

  • Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost
  • 1st Level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave
  • 2nd Level (3 slots): Detect Thoughts, Invisibility, Acid Arrow, Mirror Image
  • 3rd Level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball
  • 4th Level (3 slots): Blight, Dimension Door
  • 5th Level (3 slots): Cloudkill, Scrying
  • 6th Level (1 slot): Disintegrate, Globe of Invulnerability
  • 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. Ceizzat has advantage on Saving Throws against any effect that turns Undead.

Actions

Multiattack. Ceizzat can use his Frightful Presence. He may then either cast a spell or make three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Ceizzat's choice that is within 120 feet of him and aware of him must succeed on a DC 21 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 Ceizzat's Frightful Presence for the next 24 hours.

Necrotic Breath (Recharge 5–6). Ceizzat exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Ceizzat 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. Ceizzat regains spent legendary actions at the start of its turn.

Cantrip. Ceizzat casts a cantrip. 

Claw Attack. Ceizzat makes a claw attack.

Disrupt Life (costs 3 actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

 

Lair and Lair Actions

 

Lair Actions

On initiative count 20 (losing initiative ties), the Ceizzat takes a lair action to cause one of the following effects; Ceizzat can’t use the same effect two rounds in a row: rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

  • Ceizzat rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Ceizzat targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Ceizzat to the target. Whenever Ceizzat takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Ceizzat 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 Ceizzat or the target is no longer in the Ceizzat's lair.
  • Ceizzat calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that Ceizzat can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • Regional Effects

The region containing Ceizzat's lair is warped by his magic, which creates one or more of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of Ceizzat's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

Habitat: HillMountain

Zacthegreat

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