Blight Lich Initiate

Medium undead, neutral evil

Armor Class 15 (natural armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 15 (+2) 16 (+3) 18 (+4) 17 (+3)

Saving Throws Con +6, Int +7, Wis +8
Skills Nature +7, Perception +8, Survival +8
Damage Vulnerabilities radiant

Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Common, Druidic, Sylvan, plus up to three other languages
Challenge 11 (7,200 XP)

Special Traits

  • Legendary Resistance (2/Day). If the initiate fails a saving throw, it can choose to succeed instead.
  • Rejuvenation. If it has a phylactery, the destroyed initiate gains a new body in 2d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 feet of the phylactery.
  • Spellcasting. The initiate is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The initiate has the following druid spells prepared:
  • Turn Resistance. The initiate has advantage on saving throws against any effect that turns undead.

Actions

  • Decomposing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw, or become poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Constitution saving throw at the start of each of its turns, or take 14 (4d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it.
  • Undead Beast Shape (2/Day). The initiate magically polymorphs into a beast with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. While in this form, the initiate resembles a decomposing, undead version of that beast. The initiate can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The initiate reverts to its true form if it dies or falls unconscious. The initiate can revert to its true form using a bonus action on its turn. While in a new form, the initiate retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form. Additionally, it gains the special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) of its new form. The initiate can’t cast spells with somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. Additionally, when the initiate hits with a melee weapon attack in its new form, the target takes an additional 14 (4d6) necrotic damage and must succeed on a DC 16 Constitution saving throw, or become poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Constitution saving throw at the start of each of its turns, or take 14 (4d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it.
Section 15: Copyright Notice

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