Demizen Ancient Red Dracolich (5e Creature)

Death’s pet Dracolich

Gargantuan undead, chaotic evil


Armor Class 25 (natural armor)
Hit Points 756 (40d20+20d6+400)
Speed 40 ft., climb 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
40 (+15) 16 (+2) 40 (+15) 22 (+6) 19 (+4) 28 (+9)

Saving Throws Dex +10, Con +25, Wis +12, Cha +17
Skills Perception +19, Stealth +9
Damage Immunities fire, necrotic, poison, magic
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29
Languages Common, Draconic
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.

Vampire Sight. Magical darkness does not impede the dracolich's darkvision.

Detect Life. The dracolich can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. The dracolich knows the general direction they're in but not their exact locations.

Deathly Body. The dracolich cannot be slain by instant death effects, is not effected by spells effects that cause hit point reduction and is not affected by Revivify, Raise Dead, Resurrection, True Resurrection or similar spell effect, unaffected by any magic.

Consume Life. As a bonus action, the dracolich can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 24 Constitution saving throw against this magic or die. If the target dies, the dracolich regains 10 (3d6) hit points.

Regeneration. The dracolich regains 50 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the dracolich takes radiant damage or damage from holy water, this trait doesn't function at the start of the dracolich's next turn.

Undead Fortitude. If damage reduces the dracolich to 0 hit points, it must make a Constitution saving throw with a DC of 5 - the damage taken, unless the damage is radiant or from a critical hit. On a success, the dracolich drops to 1 hit point instead.

Turn Resistance. The dracolich has resistance against effects that turn undead.

Marshal Undead. Unless the dracolich is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

ACTIONS

Multiattack. The dracolich can use its Frightful Presence. It then makes four attacks: one with its bite or stomp and three attacks with any of the following actions in any combination: claws, paralyzing touch, life drain or strength drain.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Instead of dealing damage, the dracolich can grapple the target (escape DC 30).

Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 20 (3d6 + 10) cold damage. The target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stomp. The dracolich stomps on the ground. All other creatures within 60 feet of the dracolich that are touching the ground must succeed on a DC 26 Strength saving throw or be knocked prone.

Life Drain. Melee Weapon Attack: +18 to hit, reach 10 ft., one creature. Hit: 26 (4d8 + 8) necrotic damage. The target must succeed on a DC 26 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Strength Drain. Melee Weapon Attack: +18 to hit, reach 5 ft., one creature. Hit: 15 (2d6 + 8) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.

Soul Drain (Recharge 5-6). Ranged Spell Attack: +16 to hit, range 60 ft., one creature. Hit: 43 (10d6 + 8) necrotic damage. The target makes a DC 24 Constitution saving throw or the dracolich regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the dracolich to its hit point maximum, it gains the excess as temporary hit points. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the dracolich's control. The dracolich cannot use this action when it is in direct sunlight.

Wail (1/Day). The dracolich releases a mournful wail, provided that the dracolich isn't in sunlight. This wail has no effect on constructs or undead. All other creatures within 30 feet of the dracolich that can hear the dracolich must make a DC 24 Constitution saving throw. On failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dracolich exhales fire in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Shadow Stride. The dracolich and up to three willing creatures within 5 feet of it magically enter Shadowfell from the Material Plane, or vice versa.

Replicate. As an action, the dracolich can take on 1 trait or 1 action from an undead creature with 0 hit points within 5 feet of it. The dracolich can have a maximum of Charisma modifier traits and Charisma modifier actions replicated in this way. All DCs gained from traits or actions are Charisma based. Innate Spellcasting and Spellcasting can not be replicated.

LEGENDARY ACTIONS

The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn.

Detect. The dracolich makes a Wisdom (Perception) check.
Tail Attack. The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its wings. Each creature within 15 feet of the dracolich must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.

See 5e SRD:Dragons.


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gollark: It's actually quaternionic.
gollark: To some extent I guess you could ship worse/nonexistent versions of some machinery and assemble it there, but a lot would be interdependent so I don't know how much. And you'd probably need somewhat better computers to run something to manage the resulting somewhat more complex system, which means more difficulty.
gollark: Probably at least 3 hard. Usefully extracting the many ores and such you want from things, and then processing them into usable materials probably involves a ton of different processes you have to ship on the space probe. Then you have to convert them into every different part you might need, meaning yet more machinery. And you have to do this with whatever possibly poor quality resources you find, automatically with no human to fix issues, accurately enough to reach whatever tolerances all the stuff needs, and have it stand up to damage on route.
gollark: 3.00005.
gollark: Without GregTech. I haven't used it recently, which is probably for the best.
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