THE SHARED REFERENCE Adventurer

Monster

Dracolich

Official reference · XMM · 2024

Creature type
Undead
Size
Huge/Gargantuan
Armor class
20
Hit points
225 (18d12 + 108)
Speed
Walk 40 ft., Burrow 30 ft., Fly 80 ft.
Challenge rating
17
Alignment
Lawful Evil
Strength
25
Dexterity
10
Constitution
23
Intelligence
19
Wisdom
15
Charisma
21
Passive Perception
24
Initiative
+12
Saving Throws
dex: +6; wis: +8
Skills
perception: +14; stealth: +6
Senses
Blindsight 60 ft., Darkvision 120 ft.
Languages
Common, Draconic
Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned

Traits

Legendary Resistance (3/Day, or 4/Day in Lair)

If the dracolich fails a saving throw, it can choose to succeed instead.

Life Suppression

Creatures within 60 feet of the dracolich can't regain Hit Points.

Magic Resistance

The dracolich has Advantage on saving throws against spells and other magical effects.

Soul Gem

The dracolich has a magical gem. If the dracolich is destroyed while the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20 days, regaining all its Hit Points and appearing within 5 feet of the gem.

The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the ritual consumes.

Actions

Multiattack

The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).

Rend

Melee Attack: +13, reach 10 ft. Hit: 18 (2d10 + 7) Slashing damage plus 4 (1d8) Necrotic damage.

Necrotic Breath (Recharge 5–6)

Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 52 (8d12) Necrotic damage. Success: Half damage.

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

Pounce

The dracolich moves up to half its Speed, and it makes one Rend attack.

Sickening Ray

The dracolich uses Spellcasting to cast Ray of Sickness (level 2 version). The dracolich can't take this action again until the start of its next turn.

Terrifying Presence

Wisdom Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the dracolich. Failure: 11 (2d10) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success or Failure: The dracolich can't take this action again until the start of its next turn.

Spellcasting

The dracolich casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):

At will: Detect Magic, Ray of Sickness (level 2 version)

1/day each: Create Undead (level 8 version), Finger of Death

Regional effects

The region containing a dracolich's lair is warped by its presence, creating the following effects:

  • Sapping Mist: The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
  • Soul Drain: Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.

If the dracolich is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the dracolich gains a new body (see its Soul Gem trait).

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