Legendary Resistance (3/Day).
If the Warlock Lich Queen fails a saving throw, she can choose to succeed instead.
Rejuvenation.
If the Warlock Lich Queen dies and still has a phylactery, she regains a new body in 1d10 days and regains all hit points.
Eye of Vecna.
As an action, the Warlock Lich Queen can see as if she were wearing a ring of X-ray vision. The eye has 8 charges. The Warlock Lich Queen can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4+4 charges daily at dawn
Melee spell attacks cast with and melee weapon attacks made using the Hand of Vecna deal an extra 2d8 cold damage. The hand has 8 charges. The Warlock Lich Queen can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4+4 charges daily at dawn.
The eye’s X-ray vision never causes the Warlock Lich Queen to suffer exhaustion. The Warlock Lich Queen can’t be surprised unless she is incapacitated. The Warlock Lich Queen regains 1d10 hit points if she starts her turn with at least 1 hit point. If a creature has a skeleton, the Warlock Lich Queen can attempt to turn its bones to jelly. The Warlock Lich Queen must make a melee spell attack. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. The Warlock Lich Queen can use an action to cast wish. This property can’t be used again until 30 days have passed.
Turn Resistance.
The Warlock Lich Queen has advantage on saving throws against any effect that turns undead.
While attuned to the Eye of Vecna, the Warlock Lich Queen emits a foul stench from up to 10 feet away, and while attuned to the Hand of Vecna, the Warlock Lich Queen deals 1d6 necrotic damage to any plant she touches that isn’t a creature. The Hand of Vecna grants the Warlock Lich Queen the Wrathful Smite spell without expending a spell slot (Recharge 6) and the Create Undead spell without expending a spell slot (Recharge 6). The Eye of Vecna grants the Warlock Lich Queen the Eldritch Blast cantrip and she can’t be blinded, deafened, petrified, or stunned.
Spellcasting.
The Warlock Lich Queen is an 18th-level ritual spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Warlock Lich Queen has the following warlock spells prepared:
Cantrips (at will):
Warlock: infestation, mind sliver (UA), thunderclap, true strike.
Light Bearer: light.
Among the Dead: spare the dying.
Pact Boon: eldritch blast, mending, toll the dead.
5th level (4 slots):
contagion, danse macabre, death ward, dimension door, dream, enervation, hellish rebuke, negative energy flood, sickening radiance, summon shadow spirit (UA), synaptic static, thunder step, vampiric touch, wall of light.
Eldritch Invocations (8 slots):
comprehend languages, false life, identify, invisibility, levitate, meld into stone, conjure elemental, polymorph.
Mystic Arcanum (4 slots):
circle of death, plane shift, demiplane, imprisonment.
Paralyzing Touch.
Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.
Melee Weapon Attack. +10 to hit, reach 5 ft., thrown (range 20/60), one creature. Hit: 5 (1d4+3) piercing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: (1d6+5) bludgeoning damage if used with one hand or 11 (1d8+5) bludgeoning damage if used with 2 hands.
- Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
- Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
- Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
- Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
- Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
The Warlock Lich Queen 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 Warlock Lich Queen regains spent legendary actions at the start of its turn.
Cantrip.
The Warlock Lich Queen casts a cantrip.
Paralyzing Touch (Costs 2 Actions).
The Warlock Lich Queen uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions).
The Warlock Lich Queen fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 18 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 for it, the target is immune to the Warlock Lich Queen's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions).
Each living creature within 20 feet of the Warlock Lich Queen 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.
Prismatic Crown of the Undying Queen (Costs 3 Actions).
Seven multicolored rays of light flash from the seven corresponding colored stones (i.e., red ruby, orange sunstone, yellow jade, green emerald, indigo tanzanite, and violet amethyst) embedded in the crown. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
The Prismatic Crown of the Undying Queen may only be used once per long rest.
Description
Description.
Raised to be the Queen of her people, Arri'adani was both loved for her dedication and protection of her people, and feared for her connection to the darker side of magic. As a queen she was always partial linens and silks of either purple or green, only wearing her studded leather armors when needed. As an Aasimar of extreme celestial beauty, even being an undead Lich had little effect on her beauty.
Undead Nature.
The Warlock Lich Queen does not require nourishment, air, or sleep.
Vessel of Vecna.
If the Warlock Lich Queen summons Vecna, the lich-god immediately inhabits the Warlock Lich Queen's body and takes control of her. If the Warlock Lich Queen's body and phylactery are destroyed by the Sword of Kas and the Eye and Hand of Vecna are also destroyed, Vecna must succeed a DC 22 Wisdom saving throw using the Warlock Lich Queen's Wisdom saving throw modifier or become a wraith.
Lair and Lair Actions
A Warlock Lich Queen of Vecna's Lair
A Warlock Lich Queen often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some Warlock Lich Queens construct secret tombs filled with powerful guardians and traps.
Everything about a Warlock Lich Queen’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.
A Warlock Lich Queen of Vecna encountered in her lair has a challenge rating of 23 (50,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the Warlock Lich Queen can take a lair action to cause one of the following magical effects; the Warlock Lich Queen can’t use the same effect two rounds in a row:
- The Warlock Lich Queen rolls 1d4 and regains that number spell slots. If she has no spent spell slots, nothing happens.
- The Warlock Lich Queen targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Warlock Lich Queen to the target. Whenever the Warlock Lich Queen takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the Warlock Lich Queen 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 Warlock Lich Queen or the target is no longer in her lair.
- The Warlock Lich Queen calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the Warlock Lich Queen 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.
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