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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9472704" data-attributes="member: 6915329"><p>The following lich uses a shadow elf high priest as the base creature</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Shadow Elf Priest-Lich</span></span></strong></p><p><strong>Medium legendary undead; Challenge 6 (2,300 XP)</strong></p><p><strong>AC</strong> 15 (natural armor; 18 with full plate)</p><p><strong>HP</strong> 93 (11d8+44; bloodied 46)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 16 (+3) <strong>WIS</strong> 22 (+6) <strong>CHA</strong> 20 (+5)</p><p></p><p><strong>Proficiency</strong> +3; <strong>Maneuver DC</strong> 13</p><p><strong>Saving Throws</strong> Int +6, Wis +9, Cha +8</p><p><strong>Skills</strong> Medicine +9, Insight +9, Persuasion +8, Religion +6 (+1d8)</p><p><strong>Damage Resistances</strong> cold, lightning</p><p><strong>Damage Immunities</strong> necrotic, poison; damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, paralyzed, poisoned</p><p><strong>Senses</strong> truesight 120 ft. passive Perception 14</p><p><strong>Languages</strong> Abyssal, Common, Undercommon</p><p></p><p><strong><em>Evil.</em></strong> The priest-lich radiates an aura of evil.</p><p></p><p><strong><em>Legendary Resistance (3/Day).</em></strong> The priest-lich’s body or vestments are warded with three protective runes. When the lich fails a saving throw, it can choose to succeed instead. When this happens, one of the runes disappears.</p><p></p><p><strong><em>Rejuvenation.</em></strong> If it has a soul vessel, a destroyed priest-lich gains a new body in 1d10 days, regaining all of its hit points. The new body forms within 10 feet of the soul vessel.</p><p></p><p><strong><em>Shadow Magic.</em></strong> The priest-lich can innately cast <em>dancing lights </em>as a cantrip and <em>darkness </em>and <em>faerie fire </em>once each per long rest with no material components, using Wisdom as their spellcasting ability.</p><p></p><p><strong><em>Spellcasting.</em></strong> The priest-lich is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:</p><p>Cantrips (at will): <em>guidance, spare the dying, thaumaturgy </em></p><p>1st-level (4 slots): <em>animal friendship, ceremony, detect poison and disease </em></p><p>2nd-level (3 slots): <em>augury, lesser restoration, web </em></p><p>3rd-level (3 slots): <em>bestow curse, remove curse </em></p><p>4th-level (3 slots):<em> divination, freedom of movement, wall of fire </em></p><p>5th-level (2 slots): <em>greater restoration, insect plague, raise dead </em></p><p>6th-level (1 slots): <em>word of recall</em></p><p></p><p><strong><em>Tongueless Utterance.</em></strong> Unless a spell has only a vocal component, the priest-lich can cast a spell without providing a vocal component.</p><p></p><p><strong><em>Turn Resistance.</em></strong> The priest-lich has advantage on saving throws against any effect that turns undead.</p><p></p><p><strong><em>Undead Nature.</em></strong> The priest-lich doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Mace.</em></strong><em> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) bludgeoning damage. On a hit, the priest-lich can expend a spell slot to deal 7 (2d6) necrotic damage, plus an extra 3 (1d6) necrotic damage for each level of the spell slot expended above 1st.</p><p></p><p><strong><em>Arc Lightning. </em></strong>The priest-lich targets up to 3 creatures within 60 feet. Each target must make a DC 17 Dexterity saving throw. On a failure, a target takes 14 (4d6) lightning damage.</p><p></p><p><strong><em>Grasp of Enfeeblement.</em></strong> The priest-lich touches a creature within its reach and forces it to make a DC 17 Constitution saving throw. On a failure, it takes 1 level of fatigue. This level is removed after the creature completes a short or long rest.</p><p></p><p><strong><em>Chilling Wind (Recharge 5-6). </em></strong>The priest-lich exhales freezing air in a 50-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw or take 11 (2d10) cold. In addition, on a failure, the creature becomes slowed until the end of its next turn. Any exposed liquid in the area freezes.</p><p></p><p><strong><em>Web (2nd-Level; V, S, M, Concentration).</em></strong> Thick, sticky webs fill a 20-foot cube within 60 feet, lightly obscuring it and making it difficult terrain. The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 15 Dexterity saving throw. On a failure, it is restrained. A creature can escape by making a DC 15 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 hour.</p><p></p><p><strong><em>Guardian of Faith (4th-Level; V). </em></strong>A Large, indistinct spectral guardian appears in an unoccupied space within 30 feet and remains for 8 hours. Creatures of the priest’s choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 15 Dexterity saving throw, taking 20 radiant or necrotic damage (high priest’s choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage.</p><p></p><p><strong><em>Insect Plague (5th-Level; V, S, M, Concentration).</em></strong> A 20-foot-radius sphere of biting and stinging insects appears centered on a point the priest can see within 300 feet and remains for 10 minutes. The cloud spreads around corners, and the area is lightly obscured and difficult terrain. Each creature in the area when the cloud appears, and each creature that enters it for the first time on a turn or ends its turn there, makes a DC 15 Constitution saving throw, taking 22 (4d10) piercing damage on a failed save or half damage on a success. The priest is immune to this damage.</p><p></p><p><strong><em>Vortex of Evil (1/day).</em></strong> The priest-lich sends out a call to all creatures with the Evil alignment that are within 10 miles of the lich. The call creates feelings of greed and ambition and urges them to travel to the priest-lich’s location, but does not compel them to travel.</p><p></p><p>At the Narrator’s discretion, creatures who do not have the Evil alignment but are particularly cruel, sadistic, greedy, or otherwise nasty, or who are worshipers or servitors of a god or other entity with the Evil alignment may also hear the call.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Eldritch Aura. </em></strong>The priest-lich surrounds itself with a magical, rune-covered, glowing, translucent aura in a 10-foot radius. The aura moves with the lich and casts dim light inside its area. The aura disappears at the beginning of the priest-lich’s next turn.</p><p></p><p>• <strong>Death Aura.</strong> The aura casts purple light. Each living creature that ends its turn inside the aura takes 3 (1d6) necrotic damage depending, and the lich regains 3 hit points.</p><p></p><p>• <strong>Shield Aura.</strong> The aura casts orange light. It has15 hit points. Whenever the lich would take damage, the aura takes the damage instead, and the aura visibly weakens. If the damage reduces the aura to 0 hit points, the aura disappears, and the lich takes any excess damage.</p><p></p><p>• <strong>Spell Shield Aura.</strong> The aura casts blue light. Any spell cast with a 5th-level or lower spell slot from outside the aura can’t affect anything inside the aura. Using a spell to target something inside the aura or include the aura’s space in an area has no effect on anything inside.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Sabotage Spell.</em></strong> When a creature within 60 feet casts a spell that targets the priest-lich, the priest-lich attempts to interrupt it. The priest-lich makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the caster takes 10 (3d6) necrotic damage.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The priest-lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p>• <strong>Cast Spell.</strong> The priest-lich casts a cantrip or a 1st-level spell. The lich can use 2 legendary actions to cast a 2nd-level spell or 3 legendary actions to cast a 3rd-level spell.</p><p></p><p>• <strong>Grasp of Enfeeblement (Costs 2 Actions).</strong> The priest-lich uses Paralyzing Touch.</p><p></p><p>• <strong>Arc Lightning (Costs 3 Actions).</strong> The priest-lich uses Arc Lightning.</p><p></p><p>• <strong>Doom Gaze (Gaze; Costs 3 Actions).</strong> One creature within 30 feet must make a DC 17 Wisdom saving throw. A creature that is frightened rolls with disadvantage. On a failed saving throw, the creature drops to 0 hit points. On a success, the creature is immune to this lich’s Doom Gaze for 24 hours.</p><p></p><p>--</p><p></p><p>The following servitor lich uses an apprentice as the base creature:</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Apprentice Lich</span></span></strong></p><p><strong>Medium humanoid; Challenge 1/2 (XP)</strong></p><p><strong>AC</strong> 12 (natural armor)</p><p><strong>HP</strong> 11 (2d8+2; bloodied 5)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 10 (+0) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 12 (+1)</p><p><strong>INT</strong> 16 (+3) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 10</p><p><strong>Skills</strong> Arcana +5 (+1d4), History +5</p><p><strong>Damage Resistances</strong> cold, lightning</p><p><strong>Damage Immunities</strong> necrotic, poison; damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, paralyzed, poisoned</p><p><strong>Senses</strong> truesight 120 ft., passive Perception 11</p><p><strong>Languages</strong> Common</p><p></p><p><strong><em>Bound.</em></strong> The apprentice lich is charmed by its creator; this ignores the servitor lich’s normal immunity to the charmed condition. It remains charmed until it can create its own soul vessel.</p><p></p><p>While charmed, the apprentice lich must obey its creator’s commands to the best of its ability. It time it receives an order, it may attempt to ignore or circumvent it by making a Charisma ability check against the creator’s Charisma.</p><p></p><p><strong><em>Rejuvenation.</em></strong> If it has a soul vessel, a destroyed apprentice lich gains a new body in 1d10+10 days, regaining all of its hit points. The new body forms within 10 feet of the soul vessel.</p><p></p><p><strong><em>Spellcasting. </em></strong>The apprentice lich is a 2nd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:</p><p></p><p>Cantrips (at will):<em> fire bolt, light, prestidigitation </em></p><p>1st-level (3 slots): <em>detect magic, magic missile, shield</em></p><p></p><p><strong><em>Turn Resistance.</em></strong> The apprentice lich has advantage on saving throws against any effect that turns undead.</p><p></p><p><strong><em>Undead Nature.</em></strong> The apprentice lich doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Dagger.</em></strong><em> Melee or Ranged Weapon Attack:</em> +2 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 2 (1d4) piercing damage.</p><p></p><p><strong><em>Paralyzing Touch.</em></strong> <em>Melee Spell Attack: </em>+5 to hit, reach 5 ft., one target. <em>Hit:</em> 2 (1d4) cold damage, and the target must make a DC 12 Constitution saving throw. On a failure, it is paralyzed until the end of its next turn.</p><p></p><p><strong><em>Fire Bolt (Cantrip; V, S).</em> </strong><em>Ranged Spell Attack:</em> +5 to hit, range 120 ft., one target. <em>Hit:</em> 5 (1d10) fire damage.</p><p></p><p><strong><em>Magic Missile (1st-Level; V, S).</em></strong> Three glowing arrows fly from the mage simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Shield (1st-Level; V, S).</em> </strong>When the apprentice lich is hit by an attack or targeted by<em> magic missile,</em> it gains a +5 bonus to AC (including against the triggering attack) and immunity to <em>magic missile. </em>These benefits last until the start of their next turn.</p><p></p><p>--</p><p></p><p>The following ceremonial lich uses a medusa queen as the base creature:</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Lich-Queen of the Medusae</span></span></strong></p><p><strong>Medium undead (monstrosity); Challenge 11 (7,200 XP)</strong></p><p><strong>AC</strong> 16 (natural armor)</p><p><strong>HP</strong> 153 (18d10+54; bloodied 76)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 12 (+1) <strong>DEX</strong> 18 (+4) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 14 (+2) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong> Proficiency</strong> +3; <strong>Maneuver DC</strong> 15</p><p><strong>Skills</strong> Deception +6, Insight +6, Perception +6, Stealth +7</p><p><strong>Damage Resistances</strong> cold, lightning; damage from nonmagical weapons</p><p><strong>Damage Immunities</strong> necrotic, poison</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, paralyzed, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 16</p><p><strong>Languages</strong> Common</p><p></p><p><strong><em>Innate Spellcasting (3/day).</em></strong> The lich-queen can cast <em>animate dead </em>without the need for material components, using Charisma as its spellcasting attribute</p><p></p><p><strong><em>Legendary Resistance (3/Day).</em></strong> When the lich-queen fails a saving throw, it can choose to succeed instead. When it does, it loses its Undead Telepathy trait until the end of its next turn. Until the end of its next turn, undead creatures under its control are incapacitated.</p><p></p><p><strong><em>Petrifying Gaze.</em></strong> When a creature starts its turn within 60 feet of the lich-queen and can see the lich-queen’s eyes, it can choose to shut its eyes until the beginning of its next turn unless it is surprised or incapacitated. Otherwise, the lich-queen uses its petrifying gaze on the creature. If the lich-queen sees its own reflection and doesn’t shut its eyes, it is subject to its own gaze.</p><p></p><p>A creature subject to the lich-queen’s petrifying gaze makes a DC 14 Constitution saving throw. If it rolls a natural 1 on the save, it is petrified instantly. If it otherwise fails the save, it is restrained as it begins to be petrified. The creature repeats the saving throw at the end of its turn, ending the effect on itself on a success and becoming petrified on a failure. The petrification can be removed with <em>greater restoration </em>or similar powerful magic.</p><p></p><p><strong><em>Rejuvenation.</em></strong> If it has a soul vessel, a destroyed lich-queen gains a new body in 1d10 days, regaining all its hit points. The new body forms within 10 feet of the soul vessel.</p><p></p><p><strong><em>Turn Resistance.</em></strong> The lich-queen has advantage on saving throws against any effect that turns undead.</p><p></p><p><strong><em>Undead Nature.</em></strong> A lich-queen doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><em>Undead Telepathy.</em></strong> The lich-queen can communicate telepathically with undead creatures within 120 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The lich-queen makes any combination of two attacks with its snake hair and longbow.</p><p></p><p><strong><em>Snake Hair.</em></strong><em> Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d6+4) piercing damage plus 3 (1d6) poison damage plus 3 (1d6) necrotic damage, plus an additional 3 (1d6) piercing damage if the target is a creature that is surprised or that can’t see the lich-queen.</p><p></p><p><strong><em>Longbow.</em></strong><em> Ranged Weapon Attack:</em> +7 to hit, range 150/600 ft., one target. <em>Hit:</em> 8 (1d8+4) piercing damage plus 7 (2d6) poison damage.</p><p></p><p><strong><em>Bone Control.</em></strong> The lich-queen can shape one or more inanimate bones in a 5-foot square that are not part of a living creature, as per the <em>stone shape </em>spell. It can affect undead skeletons with this power.</p><p></p><p>The lich-queen can also cause bone splinters to swirl in the air and form a wall 10 feet high and 5 feet thick and up to 20 feet long. The wall provides three-quarters cover and its area is difficult terrain. When a creature starts its turn within the wall’s area or enters the wall’s area for the first time on a turn, it must make a DC 12 Dexterity saving or take 22 (4d10) slashing damage on a failed save or half as much on a successful one.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The lich-queen queen has one legendary action it can take at the end of another creature's turn, choosing from the options below. The lich-queen queen regains the spent legendary action at the start of its turn.</p><p></p><p><strong><em>Hide.</em> </strong>The lich-queen moves up to half its Speed and hides.</p><p></p><p><strong><em>Snake Hair.</em> </strong>The lich-queen uses Snake Hair.</p><p></p><p><strong><em>Frenzy of Snakes (1/Day, When Bloodied).</em> </strong>The lich-queen uses Snake Hair on each creature within 5 feet.</p><p></p><p><strong><em>Imperious Command.</em> </strong>A creature with averted or covered eyes within 60 feet that can hear the lich-queen makes a DC 13 Wisdom saving throw. On a failure, it looks at the lich-queen, making itself the target of Petrifying Gaze if it and the lich-queen can see each other. On a success, the creature is immune to Imperious Command for 24 hours. This is a charm effect.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9472704, member: 6915329"] The following lich uses a shadow elf high priest as the base creature [B][COLOR=rgb(41, 105, 176)][SIZE=7]Shadow Elf Priest-Lich[/SIZE][/COLOR] Medium legendary undead; Challenge 6 (2,300 XP) AC[/B] 15 (natural armor; 18 with full plate) [B]HP[/B] 93 (11d8+44; bloodied 46) [B]Speed[/B] 30 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 10 (+0) [B]CON[/B] 18 (+4) [B]INT[/B] 16 (+3) [B]WIS[/B] 22 (+6) [B]CHA[/B] 20 (+5) [B]Proficiency[/B] +3; [B]Maneuver DC[/B] 13 [B]Saving Throws[/B] Int +6, Wis +9, Cha +8 [B]Skills[/B] Medicine +9, Insight +9, Persuasion +8, Religion +6 (+1d8) [B]Damage Resistances[/B] cold, lightning [B]Damage Immunities[/B] necrotic, poison; damage from nonmagical weapons [B]Condition Immunities[/B] charmed, fatigue, frightened, paralyzed, poisoned [B]Senses[/B] truesight 120 ft. passive Perception 14 [B]Languages[/B] Abyssal, Common, Undercommon [B][I]Evil.[/I][/B] The priest-lich radiates an aura of evil. [B][I]Legendary Resistance (3/Day).[/I][/B] The priest-lich’s body or vestments are warded with three protective runes. When the lich fails a saving throw, it can choose to succeed instead. When this happens, one of the runes disappears. [B][I]Rejuvenation.[/I][/B] If it has a soul vessel, a destroyed priest-lich gains a new body in 1d10 days, regaining all of its hit points. The new body forms within 10 feet of the soul vessel. [B][I]Shadow Magic.[/I][/B] The priest-lich can innately cast [I]dancing lights [/I]as a cantrip and [I]darkness [/I]and [I]faerie fire [/I]once each per long rest with no material components, using Wisdom as their spellcasting ability. [B][I]Spellcasting.[/I][/B] The priest-lich is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): [I]guidance, spare the dying, thaumaturgy [/I] 1st-level (4 slots): [I]animal friendship, ceremony, detect poison and disease [/I] 2nd-level (3 slots): [I]augury, lesser restoration, web [/I] 3rd-level (3 slots): [I]bestow curse, remove curse [/I] 4th-level (3 slots):[I] divination, freedom of movement, wall of fire [/I] 5th-level (2 slots): [I]greater restoration, insect plague, raise dead [/I] 6th-level (1 slots): [I]word of recall[/I] [B][I]Tongueless Utterance.[/I][/B] Unless a spell has only a vocal component, the priest-lich can cast a spell without providing a vocal component. [B][I]Turn Resistance.[/I][/B] The priest-lich has advantage on saving throws against any effect that turns undead. [B][I]Undead Nature.[/I][/B] The priest-lich doesn’t require air, sustenance, or sleep. [B][U]Actions[/U] [I]Mace.[/I][/B][I] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 5 (1d6 + 2) bludgeoning damage. On a hit, the priest-lich can expend a spell slot to deal 7 (2d6) necrotic damage, plus an extra 3 (1d6) necrotic damage for each level of the spell slot expended above 1st. [B][I]Arc Lightning. [/I][/B]The priest-lich targets up to 3 creatures within 60 feet. Each target must make a DC 17 Dexterity saving throw. On a failure, a target takes 14 (4d6) lightning damage. [B][I]Grasp of Enfeeblement.[/I][/B] The priest-lich touches a creature within its reach and forces it to make a DC 17 Constitution saving throw. On a failure, it takes 1 level of fatigue. This level is removed after the creature completes a short or long rest. [B][I]Chilling Wind (Recharge 5-6). [/I][/B]The priest-lich exhales freezing air in a 50-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw or take 11 (2d10) cold. In addition, on a failure, the creature becomes slowed until the end of its next turn. Any exposed liquid in the area freezes. [B][I]Web (2nd-Level; V, S, M, Concentration).[/I][/B] Thick, sticky webs fill a 20-foot cube within 60 feet, lightly obscuring it and making it difficult terrain. The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 15 Dexterity saving throw. On a failure, it is restrained. A creature can escape by making a DC 15 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 hour. [B][I]Guardian of Faith (4th-Level; V). [/I][/B]A Large, indistinct spectral guardian appears in an unoccupied space within 30 feet and remains for 8 hours. Creatures of the priest’s choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 15 Dexterity saving throw, taking 20 radiant or necrotic damage (high priest’s choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage. [B][I]Insect Plague (5th-Level; V, S, M, Concentration).[/I][/B] A 20-foot-radius sphere of biting and stinging insects appears centered on a point the priest can see within 300 feet and remains for 10 minutes. The cloud spreads around corners, and the area is lightly obscured and difficult terrain. Each creature in the area when the cloud appears, and each creature that enters it for the first time on a turn or ends its turn there, makes a DC 15 Constitution saving throw, taking 22 (4d10) piercing damage on a failed save or half damage on a success. The priest is immune to this damage. [B][I]Vortex of Evil (1/day).[/I][/B] The priest-lich sends out a call to all creatures with the Evil alignment that are within 10 miles of the lich. The call creates feelings of greed and ambition and urges them to travel to the priest-lich’s location, but does not compel them to travel. At the Narrator’s discretion, creatures who do not have the Evil alignment but are particularly cruel, sadistic, greedy, or otherwise nasty, or who are worshipers or servitors of a god or other entity with the Evil alignment may also hear the call. [B][U]Bonus Actions[/U] [I]Eldritch Aura. [/I][/B]The priest-lich surrounds itself with a magical, rune-covered, glowing, translucent aura in a 10-foot radius. The aura moves with the lich and casts dim light inside its area. The aura disappears at the beginning of the priest-lich’s next turn. • [B]Death Aura.[/B] The aura casts purple light. Each living creature that ends its turn inside the aura takes 3 (1d6) necrotic damage depending, and the lich regains 3 hit points. • [B]Shield Aura.[/B] The aura casts orange light. It has15 hit points. Whenever the lich would take damage, the aura takes the damage instead, and the aura visibly weakens. If the damage reduces the aura to 0 hit points, the aura disappears, and the lich takes any excess damage. • [B]Spell Shield Aura.[/B] The aura casts blue light. Any spell cast with a 5th-level or lower spell slot from outside the aura can’t affect anything inside the aura. Using a spell to target something inside the aura or include the aura’s space in an area has no effect on anything inside. [B][U]Reactions[/U] [I]Sabotage Spell.[/I][/B] When a creature within 60 feet casts a spell that targets the priest-lich, the priest-lich attempts to interrupt it. The priest-lich makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the caster takes 10 (3d6) necrotic damage. [B][U]Legendary Actions[/U][/B] The priest-lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. • [B]Cast Spell.[/B] The priest-lich casts a cantrip or a 1st-level spell. The lich can use 2 legendary actions to cast a 2nd-level spell or 3 legendary actions to cast a 3rd-level spell. • [B]Grasp of Enfeeblement (Costs 2 Actions).[/B] The priest-lich uses Paralyzing Touch. • [B]Arc Lightning (Costs 3 Actions).[/B] The priest-lich uses Arc Lightning. • [B]Doom Gaze (Gaze; Costs 3 Actions).[/B] One creature within 30 feet must make a DC 17 Wisdom saving throw. A creature that is frightened rolls with disadvantage. On a failed saving throw, the creature drops to 0 hit points. On a success, the creature is immune to this lich’s Doom Gaze for 24 hours. -- The following servitor lich uses an apprentice as the base creature: [B][COLOR=rgb(41, 105, 176)][SIZE=7]Apprentice Lich[/SIZE][/COLOR] Medium humanoid; Challenge 1/2 (XP) AC[/B] 12 (natural armor) [B]HP[/B] 11 (2d8+2; bloodied 5) [B]Speed[/B] 30 ft. [B]STR[/B] 10 (+0) [B]DEX[/B] 10 (+0) [B]CON[/B] 12 (+1) [B]INT[/B] 16 (+3) [B]WIS[/B] 12 (+1) [B]CHA[/B] 12 (+1) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 10 [B]Skills[/B] Arcana +5 (+1d4), History +5 [B]Damage Resistances[/B] cold, lightning [B]Damage Immunities[/B] necrotic, poison; damage from nonmagical weapons [B]Condition Immunities[/B] charmed, fatigue, frightened, paralyzed, poisoned [B]Senses[/B] truesight 120 ft., passive Perception 11 [B]Languages[/B] Common [B][I]Bound.[/I][/B] The apprentice lich is charmed by its creator; this ignores the servitor lich’s normal immunity to the charmed condition. It remains charmed until it can create its own soul vessel. While charmed, the apprentice lich must obey its creator’s commands to the best of its ability. It time it receives an order, it may attempt to ignore or circumvent it by making a Charisma ability check against the creator’s Charisma. [B][I]Rejuvenation.[/I][/B] If it has a soul vessel, a destroyed apprentice lich gains a new body in 1d10+10 days, regaining all of its hit points. The new body forms within 10 feet of the soul vessel. [B][I]Spellcasting. [/I][/B]The apprentice lich is a 2nd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will):[I] fire bolt, light, prestidigitation [/I] 1st-level (3 slots): [I]detect magic, magic missile, shield[/I] [B][I]Turn Resistance.[/I][/B] The apprentice lich has advantage on saving throws against any effect that turns undead. [B][I]Undead Nature.[/I][/B] The apprentice lich doesn’t require air, sustenance, or sleep. [B][U]Actions[/U] [I]Dagger.[/I][/B][I] Melee or Ranged Weapon Attack:[/I] +2 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 2 (1d4) piercing damage. [B][I]Paralyzing Touch.[/I][/B] [I]Melee Spell Attack: [/I]+5 to hit, reach 5 ft., one target. [I]Hit:[/I] 2 (1d4) cold damage, and the target must make a DC 12 Constitution saving throw. On a failure, it is paralyzed until the end of its next turn. [B][I]Fire Bolt (Cantrip; V, S).[/I] [/B][I]Ranged Spell Attack:[/I] +5 to hit, range 120 ft., one target. [I]Hit:[/I] 5 (1d10) fire damage. [B][I]Magic Missile (1st-Level; V, S).[/I][/B] Three glowing arrows fly from the mage simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage. [B][U]Reactions[/U] [I]Shield (1st-Level; V, S).[/I] [/B]When the apprentice lich is hit by an attack or targeted by[I] magic missile,[/I] it gains a +5 bonus to AC (including against the triggering attack) and immunity to [I]magic missile. [/I]These benefits last until the start of their next turn. -- The following ceremonial lich uses a medusa queen as the base creature: [B][COLOR=rgb(41, 105, 176)][SIZE=7]Lich-Queen of the Medusae[/SIZE][/COLOR] Medium undead (monstrosity); Challenge 11 (7,200 XP) AC[/B] 16 (natural armor) [B]HP[/B] 153 (18d10+54; bloodied 76) [B]Speed[/B] 30 ft. [B]STR[/B] 12 (+1) [B]DEX[/B] 18 (+4) [B]CON[/B] 16 (+3) [B]INT[/B] 14 (+2) [B]WIS[/B] 12 (+1) [B]CHA[/B] 12 (+1) [B] Proficiency[/B] +3; [B]Maneuver DC[/B] 15 [B]Skills[/B] Deception +6, Insight +6, Perception +6, Stealth +7 [B]Damage Resistances[/B] cold, lightning; damage from nonmagical weapons [B]Damage Immunities[/B] necrotic, poison [B]Condition Immunities[/B] charmed, fatigue, frightened, paralyzed, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 16 [B]Languages[/B] Common [B][I]Innate Spellcasting (3/day).[/I][/B] The lich-queen can cast [I]animate dead [/I]without the need for material components, using Charisma as its spellcasting attribute [B][I]Legendary Resistance (3/Day).[/I][/B] When the lich-queen fails a saving throw, it can choose to succeed instead. When it does, it loses its Undead Telepathy trait until the end of its next turn. Until the end of its next turn, undead creatures under its control are incapacitated. [B][I]Petrifying Gaze.[/I][/B] When a creature starts its turn within 60 feet of the lich-queen and can see the lich-queen’s eyes, it can choose to shut its eyes until the beginning of its next turn unless it is surprised or incapacitated. Otherwise, the lich-queen uses its petrifying gaze on the creature. If the lich-queen sees its own reflection and doesn’t shut its eyes, it is subject to its own gaze. A creature subject to the lich-queen’s petrifying gaze makes a DC 14 Constitution saving throw. If it rolls a natural 1 on the save, it is petrified instantly. If it otherwise fails the save, it is restrained as it begins to be petrified. The creature repeats the saving throw at the end of its turn, ending the effect on itself on a success and becoming petrified on a failure. The petrification can be removed with [I]greater restoration [/I]or similar powerful magic. [B][I]Rejuvenation.[/I][/B] If it has a soul vessel, a destroyed lich-queen gains a new body in 1d10 days, regaining all its hit points. The new body forms within 10 feet of the soul vessel. [B][I]Turn Resistance.[/I][/B] The lich-queen has advantage on saving throws against any effect that turns undead. [B][I]Undead Nature.[/I][/B] A lich-queen doesn’t require air, sustenance, or sleep. [B][I]Undead Telepathy.[/I][/B] The lich-queen can communicate telepathically with undead creatures within 120 feet. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The lich-queen makes any combination of two attacks with its snake hair and longbow. [B][I]Snake Hair.[/I][/B][I] Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d6+4) piercing damage plus 3 (1d6) poison damage plus 3 (1d6) necrotic damage, plus an additional 3 (1d6) piercing damage if the target is a creature that is surprised or that can’t see the lich-queen. [B][I]Longbow.[/I][/B][I] Ranged Weapon Attack:[/I] +7 to hit, range 150/600 ft., one target. [I]Hit:[/I] 8 (1d8+4) piercing damage plus 7 (2d6) poison damage. [B][I]Bone Control.[/I][/B] The lich-queen can shape one or more inanimate bones in a 5-foot square that are not part of a living creature, as per the [I]stone shape [/I]spell. It can affect undead skeletons with this power. The lich-queen can also cause bone splinters to swirl in the air and form a wall 10 feet high and 5 feet thick and up to 20 feet long. The wall provides three-quarters cover and its area is difficult terrain. When a creature starts its turn within the wall’s area or enters the wall’s area for the first time on a turn, it must make a DC 12 Dexterity saving or take 22 (4d10) slashing damage on a failed save or half as much on a successful one. [B][U]Legendary Actions[/U][/B] The lich-queen queen has one legendary action it can take at the end of another creature's turn, choosing from the options below. The lich-queen queen regains the spent legendary action at the start of its turn. [B][I]Hide.[/I] [/B]The lich-queen moves up to half its Speed and hides. [B][I]Snake Hair.[/I] [/B]The lich-queen uses Snake Hair. [B][I]Frenzy of Snakes (1/Day, When Bloodied).[/I] [/B]The lich-queen uses Snake Hair on each creature within 5 feet. [B][I]Imperious Command.[/I] [/B]A creature with averted or covered eyes within 60 feet that can hear the lich-queen makes a DC 13 Wisdom saving throw. On a failure, it looks at the lich-queen, making itself the target of Petrifying Gaze if it and the lich-queen can see each other. On a success, the creature is immune to Imperious Command for 24 hours. This is a charm effect. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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