Demilich

In 3.5e, demiliches were extremely powerful, ascendent forms of liches. In 5e they're weaker and can't even cast spells. Obviously, this is unacceptable.

Demiliches are by definition epic-level spellcasters. Since we don't have proper epic-level spellcasting rules as of when I'm writing this guide, I'm using the spellcasting feature that Acererak has in ToA; I have no idea where WotC pulled the numbers from, but it's official, I guess.

If you're from the future and WotC has finally released official epic-level rules (or you have homebrew rules), the example demilich should cast spells as a 21st-level Wizard. I considered giving them completely unlimited spellcasting (like Quenthal Baenre from OotA), but that seems too powerful for just any old demilich.

Like with the variant lich in this guide, a demilich can be any spellcaster, not just a wizard. It can benefit from magic items that lay near its phylactery. It lacks any of the normal demilich special traits, but has many of those common to ordinary liches.



Demilich

Tiny undead, any evil alignment


  • Armor Class 20 (natural armour)
  • Hit Points 165 (21d4 + 63)
  • Speed 0 ft., fly 120 ft. (hover)

STR DEX CON INT WIS CHA
2 (−4) 20 (+5) 16 (+3) 27 (+8) 21 (+5) 20 (+5)

  • Saving Throws Con +10, Int +15, Wis +12
  • Skills Arcana +15, History +15, Insight +12, Perception +12
  • Damage Resistances acid, fire, thunder
  • Damage Immunities cold, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 22
  • Languages Common plus up to seven other languages
  • Challenge 23 (50,000 XP)

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

Limited Magic Immunity. The demilich can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Rejuvenation. If it has a phylactery, a destroyed demilich gains a new "body" in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. The body takes whatever form the demilich chose when it became a demilich.

Spellcasting. The demilich is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). The demilich has the following wizard spells prepared:

Cantrips: mage hand, ray of frost, shocking grasp
1st level (at will): ray of sickness, shield
2nd level (at will): arcane lock, knock
3rd level (at will): animate dead, counterspell, fireball
4th level (3 slots): blight, ice storm
5th level (3 slots): cloudkill, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th level (2 slots): power word kill, time stop

Turn Immunity. The demilich is immune to effects that turn undead.

Actions

Paralyzing Touch. Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 35 (10d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Trap Soul. The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 23 Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist.

If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.

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.

Cantrip. The demilich casts a cantrip.

Cast Spell (Costs 1-3 Actions). The demilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

Paralyzing Touch (Costs 2 Actions). The demilich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The demilich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to the banelich's gaze for the next 24 hours.