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Demilich, Advanced

Tiny undead, neutral evil

Armor Class 21 (natural armor)
Hit Points 172 (23d4 + 115)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 20 (+5) 23 (+6) 20 (+5) 23 (+6)

Saving Throws Constitution +12, Intelligence +13, Wisdom +12
Skills Arcana +13, History +13, Perception +12, Religion +13
Damage Resistances bludgeoning, piercing, and slashing from magic weapons
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses truesight 120 ft., passive Perception 22
Languages All, telepathy 120 ft.
Challenge 24 (62,000 XP)

Special Traits

Actions

  • Drain Life. Each non-undead creature within 10 feet of the demilich must make a DC 17 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failure, and the demilich regains hit points equal to the total dealt to all targets.
  • Soul Shatter (recharge 6). The demilich emits a string of vile words of power. All creatures within 30 feet of the demilich that it can see must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. On a successful save, the creature takes 22 (4d10) psychic damage and is frightened until the end of its next turn.

Legendary Actions

The demilich 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 demilich regains spent legendary actions at the start of its turn.

  • Flight. The demilich can move up to its full movement speed and does not invoke opportunity attacks while doing so.
  • Bone Dust. Blinding bone dust swirls magically around the demilich. Each creature within 5 feet of the demilich must succeed on a DC 17 Constitution saving throw or be blinded until the end of the creature’s next turn.
  • Frightening Glare (costs 2 actions). The demilich targets one creature it can see within 60 feet of it. If the target can see the demilich, it must succeed on a DC 17 Wisdom saving throw against this magic or become frightened until the end of the demilich’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare effect for the next 24 hours.
  • Profane Curse (costs 3 actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on ability checks, attack rolls, and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene