Monster
Demilich
Official reference · XMM · 2024
- Creature type
- Undead
- Size
- Tiny
- Armor class
- 20
- Hit points
- 180 (72d4)
- Speed
- Walk 5 ft., Fly 30 ft. (hover)
- Challenge rating
- 18
- Alignment
- Neutral Evil
- Strength
- 1
- Dexterity
- 20
- Constitution
- 10
- Intelligence
- 20
- Wisdom
- 17
- Charisma
- 20
- Passive Perception
- 13
- Initiative
- +17
- Saving Throws
- dex: +11; con: +6; int: +11; wis: +9
- Senses
- Truesight 120 ft.
- Resistances
- bludgeoning, piercing, slashing
- Immunities
- necrotic, poison, psychic
- Condition Immunities
- charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Traits
Legendary Resistance (3/Day, or 4/Day in Lair)
If the demilich fails a saving throw, it can choose to succeed instead.
Undead Restoration
If the demilich is destroyed, it reforms and regains all its Hit Points in 1d10 days unless a Wish spell is cast on its remains.
Actions
Multiattack
The demilich makes three Necrotic Burst attacks.
Necrotic Burst
Melee Ranged Attack: +11, reach 5 ft. or range 120 ft. Hit: 24 (7d6) Necrotic damage.
Howl (Recharge 5–6)
Constitution Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the demilich. Failure: 70 (20d6) Psychic damage. Success or Failure: The target has the Frightened condition until the start of the demilich's next turn.
Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Energy Drain
Constitution Saving Throw: DC 19, one creature the demilich can see within 120 feet. Failure: The target's Hit Point maximum decreases by 14 (4d6). Success or Failure: The demilich can't take this action again until the start of its next turn.
Grave-Dust Flight
The demilich flies up to its Fly Speed, shedding grave dust. Each creature within 5 feet of the demilich as it moves is targeted once by the following effect. Constitution Saving Throw: DC 19. Failure: The target has the Blinded condition until the end of the demilich's next turn. Success or Failure: The demilich can't take this action again until the start of its next turn.
Necrosis
The demilich makes one Necrotic Burst attack.
Regional effects
The region containing a demilich's lair is twisted by its presence, creating the following effects:
- Enervating Domain: Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a DC 20 Constitution saving throw or have its Hit Point maximum reduced by 1d4. This reduction lasts until the creature finishes a Long Rest outside that area.
- Travel Ward: Creatures can't use teleportation or planar travel to enter or exit the lair.
If the demilich dies or moves its lair elsewhere, these effects end immediately.