Homebrew Demilich Species Details

The path to true lichdom is something only the most powerful mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. So long as a demilich feeds captured souls to its phylactery, it maintains the muscular power but when it stops feeding of souls it becomes a demilich until it devours a soul again.

A lich is a gaunt and skeletal version of its former race with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.

Demilich Traits

Lichdom

Tomb Antimagic Field

A 60 ft radius around the demilich is at all times an antimagic field can not be disspelled.

Life Draining Aura

All creatures within the 1 mile radius of the demilich lair can not heal unless the demilich chooses for them to be allowed to heal.

Tomb Ward

All creatures with in the 1 mile radius of the of the demiliches lair can not magically travel of creatures the demilich hasn't authorized. Such creatures can't teleport into or out of the tomb's area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren't used to leave or enter the tomb's area. Also all spell or otherwise that allow communication with your deity are cut of while you are in this effect area unless the demilich deems otherwise, this means worlock and clerics cant use there spell that are from there patron / deity.

Tomb Necrotic Aura

a non-evil creature enters the tomb's area, the creature takes 16 ( 3d10) necrotic damage.

Natural Armor

your natural armor is AC20.

Natural Resistances

You are resistant to slashing, bludgeoning, and piercing damage (magic). Your resistant to lighting, and cold damage.

Natural Immunities

You are immune to all non magical slashing, piercing, and bludgeoning damage. Your also immune to disease, poison, charmed, exhaustion, paralyzed, poisoned, necrotic, and frightened.

Legendary Resistance

3 times a day use If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation

As long a the demilich phylactery is still intact the demilich will reappear in 1 day but can not leave its lair / location of the phylactery within 1 mile.

Atwill Spells

The spells mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunder wave, acid arrow, detect thoughts, invisibility, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloud kill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill, levitate, and detect thoughts without needing materials to cast. Levitate and detect thoughts don’t use spell slots.

Turn immunity

The demilich has immunity to any effect that turns undead.

Aviodance

If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Howl

The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC: 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.

Life Drain

The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC: 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Set Abilities

add +2 to one and +1 to another trait

Languages

You know Deep speech, undercommon, telepathy 12 ft out, plus five additional languages.

Truesight

You have 120ft of truesight.

Tomb Tremble

Where the demilich dwells it can as a bonus action cause 60 ft around it to tremble causing all walking creatures that are on the floor to succeed on a DC 19 Dexterity saving throw or be knocked prone.

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