![]() ![]() On initiative count 20 (losing initiative ties), the demi-lich can take a lair action to cause one of the following effects. A target that succeeds on the saving throw is immune to the demi-lich’s Dreadful Glare effect for the next 24 hours. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. If the target can see the demi-lich, it must succeed on a DC 19 Wisdom saving throw or become frightened until the end of the demi-lich’s next turn. The demi-lich targets one creature it can see within 60 feet of it. ![]() The target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success. Until the curse ends, the target has disadvantage on ability checks, attack rolls, and saving throws. The target must succeed on a DC 19 Wisdom saving throw or be magically cursed. The demi-lich targets one creature it can see within 30 feet of it. Each living creature within 20 feet of the demi-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. The demi-lich moves up to its speed without provoking opportunity attacks. The demi-lich regains spent legendary actions at the start of its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The demi-lich can take three legendary actions, choosing from the options below. On a successful save, the creature takes 11 (2d10) psychic damage and is frightened until the end of its next turn. All non-undead creatures within 30 feet of the demi-lich who hear the scream must succeed on a DC 17 Wisdom saving throw or drop to 0 hit points. The demi-lich unleashes a soul-shattering scream. ![]() The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the demi-lich regains hit points equal to that amount. Each target must succeed on a DC 19 Constitution saving throw or take 17 (5d6) necrotic damage. Deep violet beams lance out from the demi-lich’s gemstone eyes and strike up to three creatures within 40 feet of it. The skull reforms within five feet of the phylactery. If it has a phylactery, a destroyed demi-lich’s skull reforms in 1d10 days, regaining all its hit points and becoming active again. The demi-lich has advantage on saving throws against any effect that turns undead. If the demi-lich fails a saving throw, it can choose to succeed instead. If the demi-lich is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the demi-lich instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Senses truesight 120 ft., passive Perception 20Ĭhallenge 19 (22,000 XP) or 20 (25,000 XP if in lair) Skills Arcana +11, History +11, Perception +10, Religion +11ĭamage Resistances cold, damage from spellsĭamage Immunities necrotic, poison, psychic bludgeoning, piercing, and slashing from nonmagical attacksĬondition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Saving Throws Dex +10, Con +9, Int +11, Wis +10
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