Apocryphal Lich Master

Medium undead, neutral evil

Armor Class 18 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 22 (+6) 19 (+4) 20 (+5)

Saving Throws Str +7, Dex +11, Con +10, Int +13, Wis +11
Skills Arcana +18, History +13, Perception +11
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 21
Languages Common, plus up to six other languages, telepathy 60 ft.
Challenge 23 (50,000 XP)

Special Traits

Actions

  • Paralyzing Touch. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 14 (4d6) cold damage, and the target must succeed on a DC 20 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 master 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 master regains spent legendary actions at the start of its turn.

  • Cantrip. The master casts a cantrip.
  • Paralyzing Touch (Costs 2 Actions). The master uses its Paralyzing Touch.
  • Sense Weakness (Costs 2 Actions). The master 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 master 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 master 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 20 Wisdom saving throw, or become frightened for 1 minute. While frightened, the creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws against the master’s wizard spells. The frightened target 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 master’s spells until the next time it fails to save against one of them, and is immune to the lich’s gaze for the next 24 hours.
Section 15: Copyright Notice

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