Apocryphal Lich Magus

Medium undead, neutral evil

Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 20 (+5) 18 (+4) 19 (+4)

Saving Throws Con +10, Int +12, Wis +11
Skills Arcana +19, History +11, Perception +10
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 20
Languages Common, plus up to five other languages
Challenge 21 (33,000 XP)

Special Traits

Actions

  • Paralyzing Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 19 Constitution saving throw, or be paralyzed 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.

Legendary Actions

The magus 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 magus regains spent legendary actions at the start of its turn.

  • Cantrip. The magus casts a cantrip.
  • Paralyzing Touch (Costs 2 Actions). The magus uses its Paralyzing Touch.
  • Sense Weakness (Costs 2 Actions). The magus telepathically probes a creature it can see, within the range of its telepathy, for its strengths and weaknesses. The target must succeed on a DC 19 Charisma saving throw, or the magus learns of the target’s damage vulnerabilities, resistances, and immunities, as well as condition immunities and the exact number of hit points remaining.
  • Frightening Apocrypha (Costs 3 Actions). The magus telepathically focuses a stream of forbidden knowledge on one creature it can see within 20 feet of it. The target must succeed on a DC 19 Wisdom saving throw, or become frightened for 1 minute. While frightened, the creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws against the magus’ wizard spells. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful, or the effect ends for it, the target has advantage on Intelligence, Wisdom, and Charisma saving throws against the magus’ spells until the next time it fails to save against one of them, and is immune to the magus’ gaze for the next 24 hours.
Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.