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Profane 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
15 (+2) 9 (-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 Abyssal, Common, Infernal, plus up to three other languages
Challenge 11 (7,200 XP)

Special Traits

Actions

  • Commanding Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, plus 4 (1d8) necrotic damage, and the target must succeed on a DC 15 Wisdom saving throw, or be charmed by the initiate 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.
  • Bane of Life (1/Day). The initiate presents its holy symbol and speaks a baleful command, chastising the living. Each creature within 30 feet of the initiate, other than constructs, fiends, and undead, must succeed on a DC 16 Wisdom saving throw, or be frightened for 1 minute, or until it takes any damage. If a creature with a challenge rating of 2 or lower fails its saving throw against this effect, it immediately drops to 0 hit points. A frightened creature must spend its turns moving as far away from the initiate as it can. As its action, the creature can only use Dash actions, or to try to escape an effect that prevents it from moving. If it has nowhere to move, the creature can use the Dodge action.
Section 15: Copyright Notice

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