Dracoliches

Dragons are the greatest of all natural creatures, the apex of material creation. And yet, such power and perfection carries with it the ambition to exceed themselves, and so many delve into the deepest mysteries of magic to become not merely long lived but immortal, not striking mere a mortal terror into their lessers, but one borne of an honest acknowledgement of their wretchedness before the highest perfection of nature and magic.

The Damnable Libation. The brew of dracolichdom requires several exotic ingredients, including the groundwaters of an ancient draconic graveyard, the breath of a stillborn wyrmling, and the blood of one who cursed the brewer with its final breath. It is then brewed beneath the auspice of a red comet while the ancient and secret rites of draconic undeath are performed.

Once a dragon imbibles the potion, it dies a slow and agonizing death over the course of ten days, after which it must make a DC 20 Charisma saving throw. On a success, the dragon's soul passes into a prepared phylactery, then migrates back into its body over the course of the next several days so long as the phylactery's contact with the corpse is maintained, arising as a dracolich.

Dracolich Lore

Arcana DC 10: A sufficiently powerful and evil dragon can undergo a magical ritual to achieve a form of undeath, endowing them with cruel and terrible powers including the ability to stun with a mere gaze.
Arcana DC 20: While the ritual a dragon must undergo to achieve lichdom can be achieved independently by a sufficiently powerful spellcaster dragon, it is much more typical for a dragon to do so with the assistance of a powerful mage, often one that has undergone passage into lichdom themselves. This process can even be inflicted upon an unwilling dragon by a sufficiently potent mage, though it fails if the dragon harbors insufficient malice and hatred to sustain the transformation.
History DC 15: Dracoliches frequently seek out distraction from the goals that drive them, plagued as they are by an anxiety common to the undead; that of losing their purpose in undeath and consigning themselves to an eternity of torpidity. They are thus reluctant to ever actually resolve their many twisting plots, looking always for one more thing that must be done before claiming victory.
Religion DC 20: The origins of dracolichdom are understandably shrouded in uncertaintainty, but cults of Tiamat whisper of Dragotha, a favored consort of the Dragon Queen who she slew in a pique of rage. In a rare moment of remorse, a personal entreaty was made to the then-god of undeath, who bequeathed to Tiamat the knowledge of The Damnable Libation.

Black Dracolich Tactics

The black dracolich initiates combat with its salt breath, then follows up with its Flesh Melting breath whenever available, afterwards focusing its attacks on the most heavily armored opponents. If on the ground, it uses its mire at the first opportunity, then waits to catch as many creatures as possible in its Wing Attack. If flying, the dracolich
instead uses its vomit swarm at each
opportunity.

It typically reserves its reaction to
interrupt a dangerous melee attacker's turn
with its Wilting Glare.

Blue Dracolich Tactics

The blue dracolich initiates combat with its desiccation breath, afterwards using its Animating Lightning Breath whenever available, prioritizing dead and unconscious targets. While it has more than half its health, it tries to use Gather Charge every turn, but switches to Ionic Attunement as it gets lower on health.

It uses Discharge only on spells of 5th level or above, otherwise reserving tis reaction for Wilting Glare.

Green Dracolich Tactics

The green dracolich begins combat defensively, keeping its distance, hiding, and using its Entangling Breath while it determines which of its foes are resistant or immune to poison damage. It uses hit-and-run tactics with its bite until it is confident at least three of its foes are susceptible to its Miasma Breath, then uses it, slinking into the cloud created by it for cover, and using its Snatch against those who follow it in.

Red Dracolich Tactics

The red dracolich begins combat with its Necrofire Wake, but waits until it can affect at least three creatures before using its Breath of Dying Flames. Whenever it gets the opportunity it uses its tail sweep to push a creature back into the flames of its Necrofire Wake, otherwise focusing on spreading fire with its Manipulate Flames. Once it has used its Breath of Dying Flames, it switches focus to using its Inhale whenever it get the chance.

White Dracolich Tactics

The white dracolich begins combat with its Ice Tomb Breath, focusing its attacks on creatures not affected by the Ice Tomb that are Frightened by its Frightful Presence. If it has more than half its hit points, it makes no effort to finish off its prey, instead spreading its attacks around so long as it feels in control of the situation and using its Sudden Pounce and Terrorize abilities whenever given the opportunity.

It waits until its foes strike a serious blow against it or force it to expend a legendary resistance before using its Blizzard Breath, at which point it alternates between its breath weapons whenever available and reserves its reaction for Consume Vitality.



Ancient Black Dracolich

Gargantuan dragon/undead, lawful evil


  • Armor Class 22 (Natural Armor)
  • Hit Points 367 (21d20 + 147))
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)

  • Saving Throws DEX +9, CON +14, WIS +9, CHA +11
  • Skills Perception +16, Stealth +9
  • Damage Resistances Necrotic
  • Damage Immunities Acid, Poison
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
  • Languages Common, Draconic
  • Challenge 21 (33,000 XP)

Sensitivity Aura. Attacks against creatures within 15 feet of the dracolich that do not have acid resistance or immunity score a critical on a roll of 18-20.

Soul Vessel. If it has a phylactery, a destroyed dracolich's soul returns to its phylactery. If a phylactery containing a dracolich's soul is placed upon a dragon's corpse for 1d10 days, the dracolich's soul inhabits the new body.

Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dracolich uses its Frightful Presence and makes three attacks, one of which may be with its bite.

Acid Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) acid damage.

If the target is wearing metal armor or a metal shield, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Paralyzing Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. If the target is Stunned, it must succeed on a DC 19 Constitution saving throw or become Paralyzed until the end of the dracolich's turn.

Frightful Presence. Each creature of the dracolich's choice within 120 feet of it must succeed on a DC 19 Wisdom saving throw or be Frightened for the next minute (Save Ends at end of turn).

On a successful saving throw or when the effect ends for it, a creature becomes immune to this effect for the next 24 hours.

Salt Breath (Recharges when the dracolich uses its Flesh Melting Breath). The dracolich exhales a hail of white salt in a 90-foot cone that crusts over creatures in the area, smelling strongly of chlorine.

Each creature in the area must succeed on a DC 22 Dexterity saving throw or gain vulnerability to acid damage for the next minute.

A creature with resistance or immunity to acid damage instead cannot benefit from that resistance or immunity for the next minute.

Flesh Melting Breath (Recharge 5–6). The dracolich exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Constitution saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

A creature that fails this save by 5 or more suffers deformities, gaining disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity until cured by Greater Restoration or similar magic.

Reactions

Wilting Glare. When the dracolich is hit with an attack, it can force the attacker to succeed on a DC 19 Constitution saving throw or be Stunned until the end of the dracolich's next turn.

Cruel Jest. When a creature attempts to leave the dracolich's reach, the dracolich can force it to succeed on a DC 19 Dexterity saving throw or be dragged 10 feet back towards the dracolich. If the creature fails this save by 5 or more, the dracolich regains its reaction.

Legendary Actions

The dracolich can take 3 legendary actions, choosing from the options below.

Vomit Swarm. The dracolich disgorges a Swarm of Scorpions into an unoccupied space within 15 feet of it that acts on Initiative count 0 under the dracolich's control.

Mire. The dracolich softens the earth within 10 feet of it until the beginning of its next turn. A creature that ends its turn in the area must succeed on a DC 19 Strength saving throw or begin to sink into the earth.

Until the end of its next turn, the sinking creature has disadvantage on Dexterity saving throws, has a -2 penalty to its AC, and can't make more than a single attack in a turn.

Wing Attack (Costs 2 Actions). The dracolich beats its wings. Each creature within 15 feet of the dracolich must succeed on a DC 19 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its speed.



Ancient Blue Dracolich

Gargantuan dragon/undead, lawful evil


  • Armor Class 22 (Natural Armor)
  • Hit Points 481 (26d20 + 208)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws DEX +7, CON +15, WIS +10, CHA +12
  • Skills Perception +17, Stealth +7
  • Damage Resistances Necrotic
  • Damage Immunities Lightning, Poison
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
  • Languages Common, Draconic
  • Challenge 23 (50,000 XP)

Building Charge. When the dracolich rolls to recharge its Breath Weapons, each creature within 10 feet of it takes 7 (2d6) lightning damage.

If it successfully recharges its Breath Weapons, each of those creatures takes an additional (2d6) lightning damage.

Soul Vessel. If it has a phylactery, a destroyed dracolich's soul returns to its phylactery. If a phylactery containing a dracolich's soul is placed upon a dragon's corpse for 1d10 days, the dracolich's soul inhabits the new body.

Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dracolich uses its Frightful Presence and makes three attacks, one of which may be with its bite.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) necrotic damage.

Paralyzing Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. If the target was Stunned, it must succeed on a DC 20 Constitution saving throw or become Paralyzed until the end of the dracolich's turn.

Frightful Presence. Each creature of the dracolich's choice within 120 feet of it must succeed on a DC 20 Wisdom saving throw or be Frightened for the next minute (Save Ends at end of turn).

On a successful saving throw or when the effect ends for it, a creature becomes immune to this effect for the next 24 hours.

Breath Weapons (Recharge 5–6). The dracolich uses one of the following breath weapons.

Animating Lightning Breath. The dracolich exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Each corpse in the affected area rises at the beginning of the dracolich's next turn as a Flesh Golem under the dracolich's control. A creature with 0 hit points that would take damage from this ability instead regains 1 hit point.

Desiccation Breath. The dracolich inhales, draining the moisture from a 90-foot cone. Each creature in that cone must make a DC 23 Constitution saving throw, taking 81 (18d8) necrotic damage on a failed save, or half as much damage on a successful one.

A creature reduced to 0 hit points by this damage is unaffected by the next source of healing it would receive in the next minute. Each potion in the affected area turns to sand.

Reactions

Wilting Glare. When the dracolich is hit with an attack, it can force the attacker to succeed on a DC 20 Constitution saving throw or be Stunned until the end of the dracolich's next turn.

Discharge. When the dracolich succeeds on a saving throw against a spell, the dracolich can force the spell's caster to take 5 (1d10) lightning damage per level of the spell.

Legendary Actions

The dracolich can take 3 legendary actions, choosing from the options below.

Ionic Attunement. One creature within 60 feet must succeed a DC 23 Constitution saving throw or lose any resistance to lightning damage that it has for the next minute and suffer disadvantage on the next Dexterity saving throw it makes in that time.

Gather Charge. The dracolich moves up to half its speed. If it is hit with an attack in the course of this movement, it may immediately roll to recharge its Breath Weapons.

The dracolich may move through creations of magical force such as those created by the Wall of Force spell with this movement, destroying them.

Wing Attack (Costs 2 Actions). The dracolich beats its wings. Each creature within 15 feet of the dracolich must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.



Ancient Green Dracolich

Gargantuan dragon/undead, lawful evil


  • Armor Class 21 (Natural Armor)
  • Hit Points 385 (22d20 + 154)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)

  • Saving Throws DEX +8, CON +14, WIS +10, CHA +11
  • Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +15
  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
  • Languages Common, Draconic
  • Challenge 22 (41,000 XP)

Forest Walk. The dracolich's movement is not impeded by natural or magical foliage.

Fouling Aura. A creature that imbibes a potion within 30 feet of the dracolich takes 14 (4d6) poison damage, in addition to the potion's other effects. The poison damage occurs before any other effects.

Soul Vessel. If it has a phylactery, a destroyed dracolich's soul returns to its phylactery. If a phylactery containing a dracolich's soul is placed upon a dragon's corpse for 1d10 days, the dracolich's soul inhabits the new body.

Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dracolich uses its Frightful Presence and makes three attacks, one of which may be with its bite.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) necrotic damage.

If the target is resistant or immune to poison damage or the Poisoned condition, it must succeed on a DC 19 Constitution saving throw or lose its resistance or immunity. A creature immune to Poison damage makes this saving throw at advantage.

Paralyzing Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. If the target was Stunned, it must succeed on a DC 19 Constitution saving throw or be Paralyzed until the end of the dracolich's turn.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage and the target is pushed 15 feet away.

Frightful Presence. Each creature of the dracolich's choice within 120 feet of it must succeed on a DC 19 Wisdom saving throw or be Frightened for the next minute (Save Ends at end of turn).

On a successful saving throw or when the effect ends for it, a creature becomes immune to this effect for the next 24 hours.

Entangling Breath (Recharges when the dracolich uses its Miasma Breath). The dracolich exhales a flurry of blackened seeds in a 90-foot cone, causing barbed vines to burst from the earth. Each creature in the area when it appears must make a DC 22 Strength saving throw or be restrained.

Until the dracolich uses this ability again, the area is difficult terrain and whenever a creature moves into or within the area, it takes 18 (4d8) piercing damage for every 5 feet it travels.

Miasma Breath (Recharge 5–6). The dracolich exhales a poisonous cloud in a 90-foot cone that lasts until th ened of its next turn, heavily obscuring the area.

A creature in the area when it appears or that ends its turn in the area must succeed on a DC 22 Constitution saving throw or take 77 (22d6) poison damage, or half as much damage on a success. A creature that fails this save by 5 or falls immediately prone, retching.

Reactions

Adapt Camouflage. When the dracolich is hit with a ranged attack, it can cloak itself in illusory magics to match its surroundings.

Until the end of its next turn, the dracolich becomes Invisible to creatures more than 30 feet away from it.

Savage. When a creature the dracolich can see within 20 feet resists or negates a source of poison damage, the dracolich can move up to half its speed toward and make a bite attack against the creature.

Murderous Glare (1/Day.) When the dracolich is reduced below 100 hit points, the dracolich unleashes a torrent of negative energy at a creature it can see within 60 feet. If the creature has fewer than 100 hit points, it dies.

Legendary Actions

The dracolich can take 3 legendary actions, choosing from the options below.

Blinding Spit. One creature within 30 feet must succeed on a DC 19 Constitution saving throw or be Blinded until the end of the dracolich's next turn.

Snatch. The dracolich moves up to 15 feet and makes a Paralyzing Claw attack against a creature that it is hidden from. If the attack hits, the target is grappled, Stunned, and hidden from its allies until the beginning of its next turn. If the dracolich was hidden, this attack does not automatically reveal its position.

Slink Away (Costs 2 Actions). The dracolich moves up to half its fly speed. Attacks of opportunity provoked by this movement are made at disadvantage. If it ends this movement in cover, it may immediately attempt to hide.



Ancient Red Dracolich

Gargantuan dragon/undead, lawful evil


  • Armor Class 22 (Natural Armor)
  • Hit Points 663 (34d20 + 306)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)

  • Saving Throws DEX +7, CON +16, WIS +9, CHA +13
  • Skills Perception +16, Stealth +7
  • Damage Resistances Necrotic
  • Damage Immunities Fire, Poison
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
  • Languages Common, Draconic
  • Challenge 27 (105,000 XP)

Searing Aura. When a creature without fire resistance or immunity starts its turn within 10 feet of the dracolich, it catches fire and begins Burning (1d10).

Soul Vessel. If it has a phylactery, a destroyed dracolich's soul returns to its phylactery. If a phylactery containing a dracolich's soul is placed upon a dragon's corpse for 1d10 days, the dracolich's soul inhabits the new body.

Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dracolich uses its Frightful Presence and makes three attacks, one of which may be with its bite.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 11 (2d10) necrotic damage.

Paralyzing Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. If the target was Stunned, it must make a DC 20 Constitution saving throw or become Paralyzed until the end of the dracolich's turn.

Frightful Presence. Each creature of the dracolich's choice within 120 feet of it must succeed on a DC 20 Wisdom saving throw or be Frightened for the next minute (Save Ends at end of turn).

On a successful saving throw or when the effect ends for it, a creature becomes immune to this effect for the next 24 hours.

Breath of Dying Flames (Recharges when the dracolich uses its Necrofire Wake). The dracolich breathes malicious intent into all flames in a 90-foot cone, extinguishing them and summoning a Belker that lasts for a minute and acts on initiative count 20 in the space of each creature in the area that was on fire.

Necrofire Wake (Recharge 5–6). The dracolich moves up to its fly speed, and a 15-foot wide section of the ground it passes over erupts in a wall of black flames that lasts until the end of the dracolich's next turn as it strafes with its breath.

A creature that starts its turn in the wall's area or enters it for the first time on a turn must succeed on a DC 24 Dexterity saving throw or take 91 (26d6) fire damage, or half as much damage on a success.

A creature in the wall that would receive any healing instead takes an equal amount of necrotic damage.

Reactions

Wilting Glare. When the dracolich is hit with an attack, it can force the attacker to succeed on a DC 20 Constitution saving throw or be Stunned until the end of the dracolich's next turn.

Billowing Wings. When the dracolich takes 30 or more damage from a single source, it may shroud itself in smoke, heavily obscuring the area in a 40 foot radius until the end of its next turn, then immediately move up to half its speed.

Legendary Actions

The dracolich can take 3 legendary actions, choosing from the options below.

Manipulate Flames. One creature within 90 feet of the dracolich and within 30 feet of a flame must succeed on a DC 24 Dexterity saving throw or take 5 (1d10) fire damage and catch fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Inhale (Costs 2 Actions). The dracolich rolls to recharge its necrofire wake.

Tail Sweep (Costs 2 Actions). Each creature within 15 feet of the dracolich must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage, be knocked prone, and pushed up to 15 feet away from the dracolich.



Ancient White Dracolich

Gargantuan dragon/undead, lawful evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 333 (18d20 + 144)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 26 (+8) 10 (+4) 13 (+1) 14 (+2)

  • Saving Throws DEX +6, CON +14, WIS +7, CHA +8
  • Skills Perception +13, Stealth +6
  • Damage Resistances Necrotic
  • Damage Immunities Cold, Poison
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
  • Languages Common, Draconic
  • Challenge 20 (25,000 XP)

Ice Walk. The dracolich can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Black Ice Aura. The area in a 10 foot radius around the dracolich is difficult terrain. A creature that enters it for the first time on a turn or ends its turn there must succeed on a DC 22 Dexterity saving throw or fall prone.

Soul Vessel. If it has a phylactery, a destroyed dracolich's soul returns to its phylactery. If a phylactery containing a dracolich's soul is placed upon a dragon's corpse for 1d10 days, the dracolich's soul inhabits the new body.

Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dracolich uses its Frightful Presence and makes three attacks, one of which may be with its bite.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) necrotic damage.

Paralyzing Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. If the target is stunned, it must make a DC 16 Constitution saving throw or become paralyzed until the end of the dracolich's turn.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage and the target is pushed 15 feet away from the dracolich.

Frightful Presence. Each creature of the dracolich's choice within 120 feet of it must succeed on a DC 16 Wisdom saving throw or be Frightened for the next minute (Save Ends at end of turn).

On a successful saving throw or when the effect ends for it, a creature becomes immune to this effect for the next 24 hours.

Ice Tomb Breath (Recharges when the dracolich uses its Blizzard Breath). The dracolich exhales a burst of ice in a 90-foot cone that clings to living creatures, sapping their vitality. Each creature in the area must succeed on a DC 22 Strength saving throw or gain 45 (10d8) temporary hit points.

While it has any of these temporary hit points, a creature is restrained and must make a DC 22 Constitution saving throw at the beginning of each of its turns. On a failed save, a creature loses two unexpended hit dice, or drops to 0 hit points if it cannot.

Blizzard Breath (Recharge 5–6). The dracolich exhales a blast of ice and thrashing winds in a 90-foot cone. Each creature in the area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. Until the end of the dracolich's next turn, the area is difficult terrain and heavily obscured.

Reactions

Sudden Pounce. When a creature within 80 feet of the dracolich ends its turn further away from the dracolich than it started, the dracolich can move up to its speed toward the creature and make a claw attack against it.

If the target is Frightened, it must succeed on a DC 16 Constitution saving throw or be Stunned until the end of the dracolich's next turn.

Consume Vitality. When the dracolich succeeds on a saving throw against a spell, it can force the spellcaster to make a DC 16 Constitution Saving Throw.

On a failed save, the spell caster loses two unexpended hit dice and the dracolich regains 18 (1d20 + 8) hit points for each hit die lost this way. If the spell caster can't expend any hit dice, it instead drops to 0 hit points.

Legendary Actions

The dracolich can take 3 legendary actions, choosing from the options below.

Raise Hackles. One creature within 30 feet must succeed on a DC 16 Wisdom saving throw or lose any immunity it has to the dracolich's Frightful Presence or the Frightened condition..

Terrorize. One Frightened creature within 30 feet must succeed on a DC 16 Wisdom saving throw or take 14 (4d6) psychic damage. On the creature's next turn, it must use its full movement to run away from the dracolich.

Uttercold. The dracolich draws on its deepest reserves. Until the end of its next turn, cold damage the dracolich deals ignores damage resistance, and the dracolich loses one of its legendary resistances.

Art Credits

  • Bladewing, Deathless Tyrant by Antonio José Manzanedo
  • Skithryx the Blight Dragon by Chippy
  • Bisk, Goblin King by Rae Elderidge

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