5e SRD >Creatures >

Blight Lich Magus

Medium undead, neutral evil

Armor Class 17 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 18 (+4) 18 (+4) 20 (+5) 19 (+4)

Saving Throws Con +10, Int +10, Wis +11
Skills Nature +10, Perception +11, Survival +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, Druidic, Sylvan, plus up to three other languages
Challenge 20 (25,000 XP)

Special Traits

Actions

  • Decomposing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 21 (6d6) necrotic damage, and the target must succeed on a DC 19 Constitution saving throw, or become poisoned for 1 minute. While poisoned, a creature must succeed on a DC 19 Constitution saving throw at the start of each of its turns, or take 21 (6d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it.
  • Undead Beast Shape (3/Day). The magus magically polymorphs into a beast with a challenge rating of 10 or less, and can remain in this form for up to 9 hours. While in this form, the magus resembles a decomposing, undead version of that beast. The magus can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The magus reverts to its true form if it dies or falls unconscious. The magus can revert to its true form using a bonus action on its turn. While in a new form, the magus 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 magus 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 magus hits with a weapon attack in its new form, the target takes an additional 21 (6d6) necrotic damage and must succeed on a DC 19 Constitution saving throw, or become poisoned for 1 minute. While poisoned, a creature must succeed on a DC 19 Constitution saving throw at the start of each of its turns, or take 21 (6d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it.

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.
  • Decomposing Touch (Costs 2 Actions). The magus uses its Decomposing Touch.
  • Shapechange (Costs 2 Actions). The magus uses its Undead Beast Shape.
  • Rot Absorption (Costs 3 Actions). The magus draws life energy from creatures around it, that aren’t undead or constructs, causing the victims’ flesh to wither. Creatures within 30 feet of the magus must succeed on a DC 19 Constitution saving throw, or take 14 (4d6) necrotic damage. The magus regains a number of hit points equal to half the total damage dealt.
Section 15: Copyright Notice

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