Profane 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
18 (+4) 11 (+0) 18 (+4) 18 (+4) 20 (+5) 19 (+4)

Saving Throws Con +10, Int +10, Wis +11
Skills Nature +10, Perception +11, Survival +11
Damage Vulnerabilities radiant

Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 21
Languages Abyssal, Common, Infernal, plus up to three other languages
Challenge 20 (25,000 XP)

Special Traits

Actions

  • Commanding Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, plus 9 (2d8) necrotic damage, and the target must succeed on a DC 18 Wisdom saving throw, or be charmed by the magus 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.
  • Restore Undeath. The magus touches a willing undead creature, within 5 feet of it, and expends a spell slot to channel negative energy. The target regains 9 (1d8 + 5) hit points, plus an additional 4 (1d8) hit points for each slot level above 1st of the expended spell slot.
  • Bane of Life (3/Day). The magus presents its holy symbol and speaks a baleful command, chastising the living. Each creature within 30 feet of the magus, other than constructs, fiends, and undead, must succeed on a DC 19 Wisdom saving throw, or be frightened for 1 minute, or until it takes any damage. If a creature with a challenge rating of 4 or lower fails its saving throw against this effect, it immediately drops to 0 hit points. While frightened, a creature must spend its turn moving as far away from the magus as it can. It can only use Dash actions, or actions to try to escape an effect that prevents it from moving away. If it has nowhere to move, the creature can use the dodge action.

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.
  • Commanding Warhammer (Costs 2 Actions). The magus attacks with its Commanding Warhammer.
  • Unholy Healing (Costs 2 Actions). The magus uses its Restore Undeath ability.
  • Profane Sermon (Costs 3 Actions). The magus speaks a portion of an unholy sermon. Creatures within 30 feet that can hear the magus, other than undead, must make a DC 21 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, undead creatures within 30 feet, that can hear the magus, regain 4 (1d8) hit points.
Section 15: Copyright Notice

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